Best game I've seen from this jam! The visuals are bloomy and clean, great choice of music, and the sneezing mechanic is really clever since prevents you from simply camping in one spot for ages. Would have been nice for some rare health pick up, particularly on the last level where I died several times (first time I played the level I even died the same time as the boss!)
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Really like the concept of a platform game with ball physics, really adds to the challenge of dodging bullets when you can't fully control the bouncing. Also got some pretty good VFX in there too. Great work.
The game looks nice and the stock music sounds very nice, but I think the concept causes the concept to drag since you cannot control when you shoot. It's especially bad when bosses can easily be beaten by getting it to touch you in a blind spot where it cannot move or hit bullets at you, the smaller standard enemies are much harder by comparison.
Hey, so this is my first time doing a BulletHell Jam, and this was rather fun. My entry is Bullet Hell Exam, where you do a specific set of challenges with the aim to get the highest grade possible.
When you get your grade and return to the title screen, a screenshot will be saved in your game's location. How about people post a screenshot of their best grade, and I'll happily rate your game.
Sorry about that, I've repackaged the PostJam build so it can be extracted now.
The error message from the original version tells me that the render target is failing to be created for some reason. Does your machine's GPU support OpenGL 4.5 by any chance?
This kind of game was not built to handle such a slow resolution, there was a lot of flickering both from the lighting and the blocks moving around on screen. Still a fairly straightfoward twin-stick shooter.
Love the soundtrack! Noticed it lagged a bit, but performed much better (and looked weirder) in high quality graphics mode. Also noticed the coins in the garage would respawn every time (including garage visits) which might be easy to exploit FYI. Also the menus don't seem to handle analogue sticks well.
Gee, I thought this was a normal relaxing game of Tetris with random blinking until the screen flipped... I thought I could be cruel with the games I made but you two take cruelty to a new level.
Really clever use of physics, it felt really smooth and easy to handle making yourself go higher by taking advantage of the buoyancy. The way the rubber ducky rotates while maintaining a pixel aesthetic was also a nice touch.
This game is slimey in the best way! It's a really creative puzzle game and it was worth going all the way through. music felt a bit repetitive and would have been nice to have a bit more detail on the pixel art, but it was easy to get into and the levels got progressively more challenging and fun. Great job, totally worth playing all the way through!
This is a Mathlike, a Roguelike that uses maths for combat. Each action you take costs you a hit point, and you can only regain hitpoints by killing monsters. Each monster has a number, and the only way you can kill them is by attacking them with a matching result from the calculator. The more difficult operator to use, the more hit points you earn.
This is a Mathlike, as someone on the Roguelike Discord once put it. You use maths to defeat enemies, who can only be killed by getting the number correct.
I started work on Friday evening so I should be submitting it ready for play on Friday.
The screenshots suggest a "behind the vehicle" perspective, and yet when I play the game its in first person and there are no options to change the view.
I definitely like how this game looks and sounds. although the first level feels a bit too cluttered. The keyboard controls feel a bit awkward, might be better to have movement with one hand (such as A/D whilst having colour switching and verticle movement with the other hand (such as O/P) because it's difficult to change colours whilst moving, combined with regularly pressing space to keep at the same level.
I'm sorry to hear that. It it a completely white screen from the moment you boot up the game or from when you try to play a game from the menu?
Also what kind of graphics card do you have? The game uses a minimum of OpenGL 3.3.
This was really nice, a game that told a simple story clearly with nicely drawn art. I did have an issue with the toy store game, as it was hard to match gifts up with the line, but other ones were pretty straightforward to figure out!