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A jam submission

NumbarrageView game page

Bullet Hell or Brain Storm. Dodge to survive, Connect to fight back.
Submitted by LudiCraft (@LudiCraftGames) — 12 hours, 24 minutes before the deadline
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Play Nambarrage

Numbarrage's itch.io page

Results

CriteriaRankScore*Raw Score
Concept#163.6843.684
Overall#403.1583.158
Use of the Limitation#423.1053.105
Enjoyment#562.8952.895
Presentation#622.9472.947

Ranked from 19 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Team members
Only me.

Software used
COCOS Creator.

Use of the limitation
Every move costs - damage, life or oppotunity.

Cookies eaten
None this time.

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Comments

Submitted

I'm not exactly sure how to play. But the concept sounds nice and visuals are cool! Well done!

Developer

Thanks so much! Sorry the gameplay wasn’t clear. I’ve realized from feedback like yours that I really need to improve the tutorial or onboarding flow.

Submitted

I really liked the concept and the execution is great! I struggled with the control for a few minutes the same as other people pointed out, but I'm glad I figured it out because it was very fun to play! Very personal, but I would have appreciated a bit more difficulty (or it may be increasing too slowly and I stopped too early). Well done!

Developer

I’m glad you stuck with it despite the initial control learning curve.

About the difficulty: interestingly, I had originally made it harder, but ended up softening it a bit after some feedbacks. So it’s great to hear the opposite perspective too.

I may add the mode selection. something like a “Nightmare” or “Hell” and could let players choose the kind of challenge they want. Definitely something to think about for a future update.

Submitted

It's a basic concept, but it's pretty fun!

Developer

Thanks! I wanted to keep the concept simple but make it satisfying, glad to hear the fun came through.

Submitted

Love the old coolmath games vibe from the graphics! The controls were a bit difficult but the gameplay is very interesting!

Developer

Thank you! I’m glad the Coolmath vibe came across. And yeah, I’ve heard the controls could use some refining, so I’m gonna work on improving that soon!

Submitted

owwww very creative idea and very satisfying too the only problem I had was to understand how to play, didn't know which buttons to press, good work!

Developer

Thank you! I’m happy to hear you found it creative and satisfying. I totally understand the controls and mechanics could’ve used a better tutorial.

Submitted

Awesome entry. You tricked me into playing a bullet hell game for way too long XD. I ended up with about 250k when the game started lagging really badly. Is there a win trigger for getting a certain number of lives?.. Anyway, this was great. There are a number of technical issues to iron out, like for some reason you could move with the left mouse button in the connect mode - which on keyboard you pretty much never wanted to, and tended to make you die, but in case you did, you couldn't do the same thing with the keyboard.

I ended up in a weird state where I started a stage in the wrong mode a number of times, and eventually I lost in a way that ended up putting a heavy red tint over the entire screen for the rest of my playthrough - which was an extra challenge. Oh, and a pretty common issue I had was the first bullet I was using me hitting me, which put the game into a weird state where I could continue the chain as normal, but it would never trigger.

There is so much cool stuff going on in this game... You have to dodge the bullets.. but if you can't, maybe you can clear them by attacking with some of the incoming  bullets. Better to spend one and deal 6 damage than lose 2 damage for nothing for instance... Then there are all these circumstances where best play involves waiting for good attack patterns, but the more you do that, and the more specific you are, the more at risk you are of taking damage from bullets. And then there's the way that bullets can chain attacks, so you clear a bunch of twos, then you have easy access to a swarm of threes, then you have another set of twos behind those, for instance.

All in all, really great game. 

Developer(+1)

Wow, 250K, that’s incredible! I don’t think I even reached that score during testing. Thank you so much for playing for so long and for leaving such a thoughtful comment. I’m really happy you enjoyed the mechanics and found interesting strategies in how to survive and counterattack.

As for your question: to be honest, I couldn’t add a win condition or proper ending due to the JAM time, so the game currently loops with infinite stages. Definitely something I’d love to expand in the future.

Regarding the issues: the red tinted screen is probably a WebGL rendering bug caused by memory overload. It might be a context loss or buffer glitch. And yes, the controls in connect mode can be inconsistent; I avoided attaching touch events to each bullet for performance reasons, but the position based detection sometimes fails. I’m definitely planning to fix those up! Your feedback is super helpful.

Submitted

I really like the concept and I could see this game being really fun, I just couldn't really get the controls to work the right way and just kept dying when trying to connect things. :( Overall though I think the game with some improvements could be really good! Thank for you making this.

Developer

Thank you for the kind words and honest feedback! The control issue likely comes from how I’m handling touch inputs for performance reasons. I didn’t attach touch events to the bullets themselves, but instead check their positions manually. It seems that doesn’t always work reliably on all devices or situations. I’ll definitely look into improving this.

Submitted

Very fun and nice art!

Developer

Thank you so much!

Submitted

Unique and fun concept. The controls for collecting circles felt a bit awkward (I think it would be easier to hold RMB and collect circles that way, but that’s just my preference 😊), but you can get used to it. But overall, the game is not bad 👍

Developer

Thanks! It seemed to work fine on my setup, so balancing the controls has been tricky. But yeah, I’ve noticed it’s a bit harder on mobile too. Definitely something to work on!

Submitted

Super unique idea! Loved the dodge and connect mechanic, but it was a bit too hard. Still, really fun!

Developer

Thank you. I’m glad the dodge-and-connect mechanic stood out. Balancing difficulty is always a bit of a challenge…

Submitted

What an intresting concept! Really original and really fun game.

Developer

Really appreciate it! So happy to hear you had fun with it.

Submitted

The concept is actually  really cool, the game feels polished for something created in such a short period of time (minus small complaints such as the font being ugly and the enemy rotating feels a bit janky)


All in all this game was great!

Developer(+1)

Thanks a lot! I’m really happy you enjoyed the concept and yeah, totally fair about the font and the enemy rotation. I ran out of time and energy before I could polish that part, but glad the rest held up!

Submitted

Now that's a truly original concept! Like mentionned previously, I feel like the margin of error could be a little more forgiving, but otherwise it's a really refreshing experience and I enjoyed it.

Developer(+1)

Thank you so much! I’m really glad you enjoyed it and I completely agree about the difficulty. The jam rules allow updates during the rating period, so I went ahead and adjusted the difficulty a bit based on feedbacks. Appreciate the feedback!

Submitted (1 edit)

I’m not sure whether it’s my mouse or the margin for error is just too small, but I keep missing the circle and the connection breaks. If it were purely my fault, I wouldn’t occasionally hit it just fine, so it feels a bit odd. The time window for connecting also seems pretty short, which makes it too hard to play. I’d suggest checking the interaction and giving players a longer window.

Developer

Thanks so much for the thoughtful feedback! I’ve been playing it non-stop for two days, so the difficulty might’ve ended up matching my own pace a bit too much. The chain can break if it touches a different number, so that might be causing it. But yeah, I noticed it’s tricky on smartphones too. I’ll definitely tweak it in future updates.