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Ephraim225

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A member registered Oct 07, 2019 · View creator page →

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This setup is not bad at all and has potential. The "unstable" part of it is really hard to navigate though, you might be forced to cross it to get to the last enemy. Still, I like what I'm seeing.

Seems okay overall, but the hitboxes are pretty big for my preferences.

Visuals are decent, but avoiding damage is VERY hard, the ship is big and turns slowly, and enemies fire/turn faster than the player. Nice visuals, though.

Scored 34,688 by hiding in the corner and keeping the shield at a specific angle where the hit detection would make the bomb freeze on my shield in place :3

There are several areas where you just get shot out of nowhere from offscreen. I think the level design needs more consideration.

I think you've struck gold! The movement mechanics, simple as they were, got me to really think about the enemy firing patterns and how to move through each stage. I only wish the camera weren't so slow to catch up with the player, but this is a great foundation. (Those reflected shots are worthy of a Tim Follin soundtrack though. )

One of the more unique ideas I've seen.

Interesting idea, reminds me of the Mystery Dungeon games. But sometimes I would get hit even though it looked like I wouldn't, and you can't get hit even once without having to start over; that made it frustrating for me.

The window size is really big so it's hard to see everything. Visuals are okay but there's not much to the gameplay.

Now THIS one is a winner! Brilliant idea - I've actually been looking for something with more bullet interaction, I never thought about shooting the bullets to spread them out. The only hitch is that sometimes the bullets randomly don't create a good enough opening when they move but that only really happens 5% of the time. Excellent work overall!

Highly interesting visual approach, but the controls were hard to work with and it's tough to find the last few dots. Some kind of radar would help.

Though the screen-switching mechanic is interesting, I didn't use it at all after the first room and there wasn't much reason to fight anything. Also having to watch two screens in opposite corners can get taxing; visuals were okay-ish otherwise.

Not sure I get it really. The visuals and music are okay but it's just the same pattern over and over.

Ow my ear

Artwork and sound are alright, but I'm not sure what's "unstable" besides you being able to hit the cauldron you're defending.

The colors like to blur together and it makes my eyes hurt (I guess this is the unstable part? eheh) But I do like the shooting and the roguelike part of it is alright too.

Thanks, glad to hear the music is good <3

Bullet hell is one of the genres that doesn't quite mix with 2D platformers. Still, the unstable platforms are a pretty neat implementation of the theme with nice visuals. Good work.

Seems alright, but if you focus on one enemy at a time it's not all that difficult.

Yep, it's using depth and an arbitrary z-axis to create the 3D effects. Thanks for checking it out <3

Thank you very much <3

Felt like the right combination of effects would put the enemy through bullet hell, rather than the player. First time I've seen something like that.

Thank you very much <3

Definitely one of this jam's highlights. Essentially the player creates the enemy's pattern, upping the ante in order to score more points - not something you see all the time, definitely worth expanding on, since this game can actually be made very easy by choosing the most inconsequential pattern modifications (The green turrets are a distraction and little else, and the other turrets just don't fire enough by default) Still, excellent idea for a game.

Rather easy to run to a wall and then circle strafe all enemies. Might be more interesting if one enemy type leads their shots. It controls fine, just not a lot to it.

I like the isometric style and the artwork. Music was okay-ish. Now as for the idea of tossing a coin for a positive and negative effect...when I think of "Consequences" I think of "Player choice" rather than a straight-up gamble. A lucky player would just plain make it farther than an unlucky player. Still, solid overall.

Thank you for the comment, glad you enjoyed~

Hm, I bet that error is because of the head being destroyed before the other parts. I may put in a sanity check for that. Probably when the Jam's over ^^;

Very excellent. Love the upgrade system that also adds something to the enemies! Although Splitter + Rubber bullets looks rather overpowered. Enemies also don't seem to change all that much; bullet density's not really increasing all that quickly. Still, really fun, good-looking too.

Legit a very clever concept, encouraging accuracy and being conservative with your shots. The gun variety is very good, though I never used the stock market, it didn't seem to be influenced by gameplay. Also the airplane's pattern is very difficult to work around; I never got past it. Still, concept is very nice with good visuals and music too.

A bit tricky to know when you're getting hit; screen size is a little small, the cursor and bullets don't stand out all that well against the background. However, music is pretty good and character sprites are nice. I also like how the upgrade system works. Also one of the few shooters to actually make you empty your clip before loading another one.

Visuals are pretty alright, but the enemy doesn't really shoot that fast or that many bullets, and the player can get very strong quickly after grazing a lot. They barely have a chance to fire after awhile.

Highly innovative idea in which getting hit simply resumes the previous pattern. You also move by spinning the board; also a neat idea. However the patterns are generated procedurally leading to the final patterns being impassible without an item, almost like a certain Touhou game. However, this means it's necessary to collect coins to get the items. Still, it has great potential as a concept, which is the most interesting part of jams like this.

Music could probably use better instrumentation though.

Not going to count how many stars I gave but hey that's why the site does the math lol

Okay when even the ratings page is excessively long you know you've outdone yourself XD

Good effort but my eyes were distracted from the bullets by the fast, bright background, I don't like auto-focus while shooting, bombs are boring when they're just a bullet clear, and character movement is just slow.

To be fair my RPG Maker has everything in Japanese by default. I just decided to go with it because unreadability is yet another layer of inconvenience for Game Breaker's Tool Kit.

Earnest Evans lives :o

"Not Tetris 2" did it better I'm afraid :(

Right, no stages exists past 1-8, probably looks unprofessional to have that error pop up though ^^; Thanks for the feedback~!