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(2 edits) (+1)

I love bullet hell games (I actually run Bullet Hell Jam), so I was really excited to play this! It at least feels like you have played a shmup before, which is a very good start. It is an ok concept, strongly hampered by the performance constraints on the server. I think virtual joysticks don't work particularly well for this sort of game, but that might just be down to the poor performance. I liked the addition of the areas players had to move towards, but I really had no idea what they did. I also found that I could pretty much just sit in a corner for the entire game without too much damage. It might be worth moving to more traditional "lives" rather than a healthbar. The health bars are obscured by the partytime UI, which is something I found frustrating in my own game too!

The later weapon/ projectile upgrades definitely make the game more enjoyable, so good job there - I wonder if you could randomise the starting loadout too?  🤔 that might aid the camping problem too, since I made it to round 10 without moving at all. I do think you could get a LOT more creative with patterns, too.

The areas are capture points that, when captured, allow you to choose between 4 upgrades (1 weapon guaranteed) of a rarity defined by the colour of the capture circle. Weapons set the base stats and modifier upgrades upgades these and carries over if you switch weapon.

Did the bots move around and upgrade when you did the corner strategy? The corner strategy is supposed to be a losing strategy, since you are not getting any upgrades and will fall behind.

ah nice one, that makes a lot of sense, that's cool :) yes, they did - it was eventually a losing strategy, but I did 10 rounds without dying