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ElBartho

33
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1
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2
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A member registered Dec 05, 2024

Creator of

Recent community posts

Feedback like this are very inspiring to us! You are completely right: even if we managed to arouse the main emotions we focused on, we tried to have the fastest way to start and repeat a level, without thinking about giving players the agency to analyze a level and, only then, let them try what they had in mind. If we will expand this game we will 100% lean towards the designer choice you proposed. Thanks for your words!

Thanks for playing the whole game and for your words ^^

Thanks for your words ^^ Yeah, if we end up expanding this concept we'll increase the connection between the rhythm bullet spawners with the player mechanics to increase its feeling. Thanks for the feedback!

Thanks for playing the game ^^ We completely agree with you, if people like this concept, for sure we'll tune the difficulty more accordingly than how it is now. Thanks for your kind words!

Wow, we actually ended up having a difficulty above the one had in mind but you managed anyway to complete every level, really great! Thanks for your words!

Thanks for the feedback! We will try smaller collisions during the next tests ^^

For being the first game, drawing all by yourself, I would say great job! I would suggest to increase the player forgiveness, reducing the player or the bullets collisions or giving more invincibility frames after one hit. Overall, well done ^^

Nice difficulty scaling, visuals and controls. Managing the resource to attack mainly when you will hit a target is a good idea and it was well made even the feedback for the player. Good job ^^

Nice concept and nice way to let the players lean towards the chaos all by themselves. Maybe I would just suggest to find a way to have the maximum instability a bit less epileptic attack, for example, keeping the RGB switch but reducing its power or timing and changing the game resolution, creating more pixelation effect, or using a white noise. Overall great game ^^

Nice game. The comedic aspect really shines with the movements, the track and the narrative you implemented. I would just suggest to increase the enemies shoot anticipation, reducing the bullet speed or adding a visual indicator on the screen side if any bullets i arriving to you from out of screen to reduce the number of unfair defeats. Good job ^^

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A Cuphead skin for a jam is a fantastic idea! I liked visual, story, sound and gameplay. I would just suggest to avoid reducing the cheese opacity in the first phase before disabling its collision box, otherwise players would assume they can't be hit by it anymore. Overall good job ^^

The idea and the gameplay is cool and interesting. The tutorial part and the overall progression is well done and allows the player to grasp how to master the core game mechanic. As a player I would expect to destroy the bullet spawners exploding nearby them, but it would reduce the overall game difficulty and I agree with your choice. The sound increasing the speed or the picth the lower the health is in line with the comic game style and I appreciated it a lot. Great work guys ^^

Thanks a lot for your time and efforts! We uploaded this version NoAVX2Shader which should prevent the AVX2 shader decompression. When ,and if, you will have the time, check it out and let us know if this may help with that issue. Thanks for your time.

The general idea, sounds and the 2d scrolling camera felt well made and gave good feelings. There is a bug involving  the ghosts stopping like 10 Zaxis underneath you that either prevent them from attacking you or let them infinitevely damage you but I'm not sure which one. I would just suggest to reduce the difficulty of the last portion of the fights and to give more visual or audio feedback to the player actions. Overall good job guys ^^

I saw it on discord during the jam and was interested by the concept. Really unique game, the core mechanic idea is really solid and well done, controls and juice are perfect and difficulty scaling is what a game based on this kind of humor should be in my mind. I guess you'll be one of the peaks of this jam, so congratulations and great job ^^

Thanks for your words! Yeah you are right, the rhythm shooting don't help avoiding the actual bullets that arrive to you delayed in time. We did it mainly to let players switch between inactive/active/unstable instrument states and find their way to complete puzzles with different timing and patterns on screen but it didn't completely bring to life. Thanks again for the feedback ^^

Creating an engine and a game by yourself in 10 days is a great undertaking and I'm really glad you managed to did it. On gameplay aspect, the background idea is really a cool and kinda unique one and I loved it. I don't know if destroying the enemies bullets with your attacks was intended but, according to the game difficulty scaling and total player health, I would say it worked pretty well in this concept. Great job^^

Can I ask you, when and if you have time, to send a screenshot of it? In order to grasp exactly what happened. Thanks for the time.

Damn, we'll investigate on this problem and find a temporary solution. Thanks to let us know it.

Simple but really well done. Nice style, difficulty scaling, VFX, juice and progression. I would just suggest to give a sound effect when you overlap with the iron grates in order to give feedback of the related mechanic. Overall, great job!

What an experience! Tutorial and progression is extremely well done and fair; visual, audio and art are incredible and they fit together perfectly; the theme is really well made and they juice and feedback is a lot for the time you had creating the project. Really admirable work. As side note I would just suggest to have a variable to check if the player have all the hearts in order to remove obvious choices like the one in the image I had multiple times.

Overall really incredible job!

I LOVED the concept and the style, unique idea and great way to convey it graphically. I would suggest to reduce the basic volume of the VFX and give more space to a starting tutorial, to give the player exaclty the basics he needs to have. Overall a great job! 

Wow, your will is really admirable! Thanks for playing through ALL the levels and yeah, the extra ones are just there as a different kind of challenges, reverting a bit what the game teaches to you. Thanks for the feedback, we are glad you liked it so much ^^

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Thanks a lot! We tried to build the game on top of a 'Calm & Storm' mood, using an harmonic and calm base track and distorting it over time. The fact you felt that is an incredible compliment for us. Thanks for all your kind words!

Wow, what a big compliment ^^ Thanks Azyr!

Thanks! Yeah, the rhythm part were the statues that spawn bullets based on their instrument Dbs, so it's hard to feel like the game is attacking you on top of the music. We'll try to increase its feedback in case we'll continue this project. Thanks for the feedback!

The art style, even if minimal, is really cool and unique. The theme was one of the best represented among all the games I've already played so far. I would just suggest to give more variety in enemies patterns and a bit more anticipation for their attacks in order to help the player avoiding them in time, increasing their fairness.

Overall, great job ^^

Unique style with much juice, player's feedback and a tons of forgiveness for a Bullet Hell. Probably I've love it due to the last one cause I'm not so good playing this genre, but the mechanics are interesting, solid and the game felt really a novelty. Great job guys! 

Really cool game, few mechanics well done with a minimal style but with enough juice to give a great feedback for every player's action. I would just suggest to create more balance among the skills, because their cost/effects don't always seem correct.

great job ^^

Really interesting concept and nice visuals. I would just suggest to give more room to mistakes for the first level to players in order to master the core game mechanics and then scaling the difficulty and giving real challenges. Overall I liked it ^^

Great pixel art, nice feedbacks and VFX and, of course, unique boss fights, patterns and enough anticipation to let most of their abilities being predictable and dodgable. They gave the progress and mastery emotions close to a FromSoftware game and all during a jam. Great job guys ^^

Incredible visuals and sounds, very unique and they fit perfectly with the game and the emotions it arouses. I would just teach the basic mechanics for the player in a more safety way and scale the difficulty from there, but overall it was a really good game, great job!

Very nice game guys!

Visual style is unique and the effects are incredible, as a player you really feel feedback in every action you make. Progression and difficulty scaling seems fair even for a non-bullet player like me and the bosses have a really well done anticipation for their attacks. Great job ^^