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A jam entry

Juicy BulletsView game page »

Dash and Shoot. Time moves with you. Don't die.
Submitted by Dayliss413 with 5 hours, 30 seconds before the deadline

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Results

CriteriaRankScore*Raw score
Innovation#2962.8875.000
Aesthetics#3182.8875.000
Feel#3762.3094.000
Overall#4142.3094.000
Theme#4262.3094.000

Ranked from 1 rating. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your submission match the theme?
The dash works both offensively and defensively as it fires a bullet while moving the player out of danger.

Third-party resources
Unity, Paint.net

Contributors
Henry Smith
Danh Nguyen

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Comments

I do like me some juice.

I was a little concerned reading the description that it would just be a twin stick superhot which, while likely fun and faithful to the theme, seems completely uninspired to me. Thankfully the slowmotion is used almost entirely for aesthetics and game feel. 

Instead we have the most useless dash attack ever conceived. Its two functions are just so at odds with each other and how the rest of the game works, it made me wince every time I used it. The controls are also terribly inadequate for the job. You would expect this sort of game to use the mouse for quick and precise aim, but no, you get tank controls. 

These decisions make what would otherwise be a nice-looking, but basic, top down shooter into something that feels extremely tense and interesting. Its very well polished too, great job!

Developer

Im not really sure what parts of this are compliment or critique but thanks for the feedback! :D Both of us were new to game jams so we were happy to have anything at all. There was originally a mechanic of health that decayed constantly, but dashing through bullets would regain health, but we didn't find a fun balance for it in time, so we scrapped it.

Aha, sorry, I should have been more clear. I quite enjoyed the game and felt the mechanics I mentioned benefited it in the same way having to stand still to aim improves Resident Evil. Interesting situations can arise from forcing the player to make do with imperfect tools.