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Max

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A member registered Apr 28, 2023 · View creator page →

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I was able to run it on a better computer. I like Mr Eyeball Face’s character design! Gameplay needs something more interactive, but for the scope of a Jam, good work!

I tried it again on better hardware, and I can see the game now and still shoot, however, WASD doesn’t work. I like the player model and bullet lighting though

I was able to run it on a different device. Pretty nice gameplay loop with the upgrades feeling impactful but not too powerful. I think the difficulty ramped up a little fast after the first few rounds, but honestly not a bad thing.

Sound design was probably the only issue, where everything was too loud and quick. It’s a jam, so I’m not blaming you for not having volume sliders, but it is something to consider if you want to continue development.

Visuals are fun and clean. Probably the strongest pillar of your game.

Nice job :)

Visuals look good, but the framerate is really bad for me so I can’t rate it

The screenshots look amazing, but unfortunately, I only see a black screen when I try to load the game (audio seems fine though).

Thank you! Yeah we have boss-like movement, tuning the E ability, and improving the enemy’s AI on our to-do list. We didn’t get to do much playtesting during the jam, so it was one of the last changes to limit how accessible the E is (why it starts on cooldown). We left it in for the Jam submission as an easy win tool (there’s also an easy lose tool if you look for it ;) just as a demo. When I’m demonstrating the game, I like to try to win with just Q and W, and sometimes just Q.

Thanks for playing and leaving feedback! This is our first game jam, and it means a lot

I absolutely love the theme, the visuals, and the sound effects. I do have to say the game is a little too big (I couldn’t see the full viewport on my laptop without scrolling). Making the dimensions smaller would make it more accessible.

The theme of relying on enemies to give you ammo was really unique and I enjoyed it. That being said, I had to stop once I got to the snail shell and starfish because I killed the starfish early, and the snail shell doesn’t give ammo for like a solid minute, so if you miss your shots/don’t have any ammo, you’re just stuck there for too long. I’d definitely make the snail shell shoot blue bubbles more often (maybe a faster fire rate in general since you can dodge it for a while just by standing still).

Overall awesome game. I’ll be revisiting it on my desktop to get the full experience!

https://maxwellrodriguez.itch.io/bullet-hell-boss B)

Dying on the spikes seems to soft-lock the game. The movement also feels like you jacked up the movement speed to 10 which may not be the most responsive controls. It makes air strafing possible and very sensitive.

I wasn’t sure whether the goal was to kill all the enemies or reach a goal. I got stuck on the cone platform because the cubes above it don’t stick out enough to stand on, making the rest of the level unreachable. The enemies stopped firing after I died a few times.

I have a graphics card warning when I launch the game, and I’m not sure if it’s related, but the only sound the game makes is a low rattle (it’s digital, not my computer). Not sure if there’s music, and if there is, that might be an unintended side effect.

Overall I like the idea of a reflect mechanic, and I think the concept is good. You could definitely make something good with some more time to flesh it out.

no, it doesn’t react to input after “load complete”

I love the visuals! Some of the best I’ve seen in the jam so far. Music was also really good.

Gameplay loop was satisfying, although I was so slow to level up, I feel as if I was doing something wrong. Collecting souls gives XP right? If so, there needs to be a UI component or some visual indicator of your progress to the next level. If that’s what the white edges of the screen were about (although I think they had something to do with the damage I was taking instead?), they need to be clearer what they were for. I think if that’s how you level up, it should take way fewer souls, and enemies need to spawn less often. It’s not satisfying shooting a giant horde one enemy at a time at level 1. I think crowds that size need to be worked up to when you have the upgrades to clear them. There also should be a boundary limit otherwise there’s always going to be enough room to escape and the player will never have to make a hard choice when survival is on the line; there will always just be more room to run.

Sound design was the roughest part. I really appreciate the main volume setting because every sound effect that wasn’t a gunshot or the bgm was way too loud and high pitched. I don’t think the volume slider works on the level up sound because it legit jumpscared me when I hit level 2. There also was a lack of audio clarity, and I often didn’t know why certain chimes were going off (was I getting closer to leveling up? did I get a kill milestone or something:). Biggest room for improvement, but altogether not hard changes to make. Low frequency (bass-y) sounds are more favorable in modern games than chirpy high pitch ones, plus they match your visuals better imo.

I know that was a lot of critique, but that’s only because this is the best gamem I’ve played in the jam so far. You’ve done a fantastic job with visuals, music, and vfx, and the gameplay loop has a lot of promise. I wish I was able to unlock the other classes because I’m missing something and I have the desire to see what else you have in store. Kudos on the good game :)

The website build seems to be broken (https://img.itch.zone/aW1nLzEyMTE3MDUyLnBuZw==/original/PQyxkL.png)

game window is off and when I press play, I see nothing but a bunch of black boxes flooding the game window until I see a game over screen. Shooting seems to only make the sound, but no visual indicator.

I hope you fix it because the art looks pretty cool!

I love the concept! Execution actually held up too. I must say I was really confused on my first two playthroughs because the window was too big for my screen, and I couldn’t see the upgrade costs or the restart and X buttons.

The music is great, sound effects work well. I couldn’t figure out how to collect the green arrow drops, and it took me a bit to figure out the controls for the missile. If you could list the controls for the game (like W and S for up and down), that’d be an easy quality of life improvement.

Chainsaw seems like it’d be a better upgrade for the price if the player had enough space behind it to catch the money it earns.

I didn’t get to the boss fight in the screenshot, nor could I figure out how, but I like the core gameplay loop! I could see myself spending too much time on this with a few more upgrade ideas.