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Great concept. I was excited to try after reading the description. I've seen a similar idea before for a 3D game but combining the idea to a 2D bullet hell would've been cool.  

What I would change:

  • The instructions could be clearer. "No effect" didn't really click when I read it. I didn't realize on that page that I was looking at a target to kill so there was no context for "No effect". Instead, just explain what is the target
  • In the bounce to kill instruction, the bounce is quite far away from the target. Keep it close but also a video/gif would've been better.
  • It would be better if there were more targets more spread out to force more bullets to appear.
  • It might be more of a puzzle game if the targets couldn't be pushed around. If the target gets spawned in an area that you had shot a lot at, that'd force you to go to a hotspot of bullets. Could've been more challenging that way.
  • Maybe if the target shot back at you and there were multiple targets as the rounds progressed, it could've made it more spicy
  • Some sound effects would help

What works:

  • Short and simple, the fast paced nature was easy to pick up
  • The fun for me comes with the bullet hell challenge of it. I see the vision. But definitely would push the envelope on incentivizing more bullets to happen (or force the player to shoot 3 bullets at once or something) while also figuring out a way to balance the dodging part.


(+1)

Thank you so much for the detailed feedback! I really appreciate you taking the time to explain everything. I especially like your ideas about forcing more bullets and making the targets harder to deal with — that’s pretty close to the direction I had in mind too.

I joined the jam quite late, so I couldn’t implement many of the ideas I had planned, including better instructions, SFX and more challenging rounds. I’ll definitely keep your suggestions in mind if I continue developing it. Really glad you could see the vision!


Once again thankyou sooo much for such detailed feedback:))