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A jam submission

Warp OutView game page

Bullet Hell Without shooting or moving.
Submitted by gabrielmcardoso, GabrielNied, Herkul, Stefan, bianchini.diogo — 9 minutes, 51 seconds before the deadline
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Warp Out's itch.io page

Results

CriteriaRankScore*Raw Score
Design#424.3184.318

Ranked from 22 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted (2 edits) (+1)

This is spookily similar to my game even down to the term Gravity Well! I didn't decide to remove movement though, just the guns.

https://itch.io/jam/gmtk-2018/rate/299985

You've got some good stuff here, if a bit difficult to wrap my head around at first :)

Submitted(+4)

I think your design really fits the theme.  The gravity well mechanic is more deep than it seems at first. Once you start mastering that it gets pretty fun.

Good job!

Submitted(+3)

This is a really neat idea, and feels like it has a lot of potential. :) The gravity wells are fun to use, and could maybe be extended to support things like e.g. repulsion wells. Regarding the gameplay itself, I think a few things may improve the experience: 1). Improve the predictability of the bullets. One potential way would be to cap their velocity while in a gravity well, or have them maintain a min distance from the well's center. 2). Make the ships more aggressive. At least in the early levels, I didn't really feel in danger at all - it was mostly just trying to figure out how to send the bullets back. 3). Make the gameplay a bit more fast-paced. The early levels felt a bit slow, and speeding things up a bit may make the game more exciting.

Overall, very nicely done!

Developer(+1)

Glad you liked it! We had thought about inputting more alternatives - such as repulsion effect you mentioned it but also things like slow motion bonuses, teleport-like worm-holes and stuff like that - but we had to account for the time we had (Which we got really close, like, 10 minutes before the mark if I'm not mistaken!). About the bullet predictability - yeah, we got that comment from others and although it seems to be precise mathematically maybe it's one of those things were it starts to hurt the game. We had not thought about forcing a distance from the center, which I think it's what you mean, so props - we may give it a shot in changing that afterwards.

Thanks for taking the time to give us input, by the way, we really appreciate it!

Submitted(+3)

Innovative concept!  Sound effects would've helped, but it's still extremely visually entertaining!

Submitted(+3)

Really cool idea! It was fun but it's kinda hard to predict where the bullets will go once you throw them back. Also, could use more juice. (Mostly screen shake and sound effects)

(+3)

Very interesting idea! I like this one a lot!

Submitted(+3)

Of all the bullet hells I've already played this one was the most fun and very well polished!

(+2)

I was drawn to yours cause the description sounds exactly like a good submission for the game jam. and it is! but i think the gravity warp thing needs some work. is it completely random? it felt that way. i know you had the tutorial round where you could't really die, but i think it would've helped to have a tutorial level where you aim at specific things and get pointers on how to wrangle other ships shots. i ended up getting to the boss level ( i think) but it was through a lot of trial and error. making the warp a little less unprediactable with a little more tutorial and you've got a nice little game.

Submitted(+1)

It's not random, it just turns chaotic after longer than a second. If you can judge both the space and the time accurately, you can hold down LMB when you're about 20 pixels below a bullet for about .2 seconds, and it will turn it around 180 degrees. This is especially handy for the enemies that shoot directly downward. It's definitely very precise, though, and does feel a bit janky.

Developer(+1)

Hey SN, thanks for checking us out!

So yeah, as Pace already stated, we -believe- it is precise as it could be. We used the gravitational equation to affect the bullets around those fields in the game, so the way they behave and interact should be realistic! However, you're completely welcome in saying that it may still feel a little too sensitive. I won't burden you with the math, but for some physical/mathematical reasons we already had to limit the maximum velocity of objects leaving it, otherwise they would scale to infinity, but with more testing and inputs we might have to reduce it even more. Time - not space, this time! - will tell. P:

Now, a more detailed tutorial though, is a good idea. A challenge mode even, would be super cool to have, so thanks for the input. I hope you had fun playing! :D

(+1)

Yeah it was really cool! Had no idea there was so much math going on behind the scenes. I could tell there was a method to the madness, but wasn't exactly sure how it was happening. I guess I'll just have to keep practicing then hehe

Submitted(+2)

This is fantastic! An excellent take on the theme, and very well executed!

Developer(+2)

Thank you Pace : )

Submitted(+2)

I love how we both picked bullet hell as the genre to subtract something from, but came up with completely different games!

Submitted(+3)

>Submitted by Gabriemlcardoso with 9 minutes, 51 seconds before the deadline

Damn, cutting it close there aren't you

Developer(+1)

Haha, yeah that was a close one! :s