I love the sounds (* ̄3 ̄)╭
epic game!
Criteria | Rank | Score* | Raw Score |
Presentation | #51 | 3.929 | 3.929 |
Enjoyment | #82 | 3.500 | 3.500 |
Overall | #82 | 3.554 | 3.554 |
Use of the Limitation | #103 | 3.357 | 3.357 |
Concept | #142 | 3.429 | 3.429 |
Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
Just me, Skript-Kitty
Software used
Godot (Game Engine) | Aseprite (Art) | PXtone (Sound Effects) | LMMS (Music) | Godot (IDE)
Use of the limitation
Every bullet shot by the player becomes dangerous when it hits a wall and Ricochets. This game is a bullet hell, where most of the bullets on the field were shot by you. It's a bit lazy but it adds a great deal of challange.
Cookies eaten
Uhh, maybe like 12? (I know that I'm unhealthy lol)
Visuals are stellar! Especially with all of the added effects like text waving on hover, and all the other little animations!
Movement feels good, and dashing also feels great. Its very enjoyable to dash and weave through endless hordes of bullets.
I was able to beat the first 9 waves pretty easily through just spam, but after 10 it got much harder. I think some of the difficulty spike comes from the sheer amount of bullets on screen. If you were to expand and make this longer, I think what makes bullet hell games fun is when the bullets are in some sort of pattern, and have predictability to them, but that's hard to implement when you're meant to deal damage to yourself.
At times I would lose my cursor within all of the bullets, which would make it impossible to aim. Maybe give it a thicker outline, or some distinctive feature.
Health bars for enemies would also be a nice touch, since then you would be able to converse your shots more knowing how much health each enemy had, instead of shooting way more than you needed. It would also help with knowing where a open spot on the map would be.
Great job!
Thank you so much for all of the feedback!
Because of how I divided my development time, I spent the first two and a half days working on the engine, menus, graphics, and SFX. With only about 3 hours of development on the levels themselves. This is (unfortunately) painfully obvious, the levels are not very well designed, the difficulty spikes are insane, and there are so many issues (heck, I didn't even have enough time at the end to fully playtest the game due to it's ludicrous difficulty.) But we learn from our mistakes, and I think I see improvement in each of my jam games!
Now to go into your actual points of criticism,
I intended to have more varied enemies, with unique bullet patterns amongst them, but I ran out of time to make that. It would have definitely made the game better though.
The cursor having a thicker outline makes so much sense in hindsight, but I never thought about it during the development time. A definite improvement for the fixed release!
Enemy health bars is a feature I considered, but I intentionally didn't implement (as a game-design choice, instead of a time thing.) However, I can't remember for the life of me why I didn't, it would have been better there. Again, a definite improvement for the fixed release.
Thank you very much for all of your criticism regarding my game and the choices made, I really appreciate people being able to point out the things you as the developer don't notice in the game! Again, thank you for your criticism and I'm glad you enjoyed it!
The are and fell of the game was pretty good, I like bullet hells but I suck at em.
This was a gun experience!
Sometimes hard, but fun to play. Art style, sound effects, gameplay, everything looks polished.
I love the visuals of this game! I like how its like a DIY bullet hell game, it was fun to just spam the bullets and trying to dodge them all when it ricochets.
Good work! i like the art style used! it was a bit hard to walk around with so many bullets ricocheting. Great entry !
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