Maybe the real fishes are the people we smashed along the way
meooooooooow
Creator of
Recent community posts
MORE BULLET HELLS! YIPEEE ꉂ(˵˃ ᗜ ˂˵)
I'm a beginner bullet hell player and the difficulty of this one is around Touhou-Normal diff, so it's a fun spot for me to pass the level after a couple of tries! Great bullet patterns designs, catchy soundtracks, lovely wolf boss, and the bullet collisions are very generous too.
The three abilities adds a layer of depth to the classical bullet hell and I like that you can even do tricks like farming HP behind some wave of enemies XD

The game feels pretty professional already, some of my suggestion for further development:
- As others mentioned, as the player can shoot and the ability also adds to it, it's weird to have unbreakable enemies with time-fixed level structure, HP-based levels may fit better
- More SFXs, and a title screen BGM
- When using all abilities as a fusion, give it some kind of interesting additional effect
A simple and effective interpretation of the theme! Mixing coffee beans is such a cozy experience (⸝⸝◜▿◝⸝⸝)

(Should you say something like I WIN instead of GAME OVER XD)
- Beautiful and consistent pixel art style with animations, I like how you modified the tree asset to fit the color palette
- Audio is engaging and responsive, also randomized
- Detailed tutorial on how game loop works
I think the game has great strategy potential but is limited by the current unbalanced economic, like many people failed to farm the $3000 goal
- I get the idea to serve with respect to the coffee attributes, but it's still pretty vague how the customer respond to the shape
- The shop seeds are too expansive and brings little benefits, I found it more effective to mix the initial beans without buying from shop and made it to the end
- The timer (or time-based day) really contradicts with the intention to pick the best coffee for the customers, and it's even not shown when picking the coffee!! It's more effective to spam beans now :derp~1:
It feels good to become a giant ball of mess XD As the time goes the game eventually become a survival bullet hell:
- The fusion theme fits very well, like how different ship parts affect the movement and shooting of the ship. When the connector of two large part gets destroyed the outer part is disconnected too, so some hard programming work is done here I guess
- Nice pixel part with a really cool itch page
- Audio feedback is generally good, except the BGM seems to be not looping beyond around 2 minutes
Overall neat work! ദ്ദി◝ ⩊ ◜) With some kind of upgrades / bosses, I think this could be a fun bullet heaven too
Thanks for playing and the criticisms!!! /ᐠ - ⩊ -マ
- uhhh I regret so much picking that flower asset with the background now... Art consistency is definitely my lesson of the jam, and it's hard to get it right when using multiple asset packs with different pixel sizes and color palettes. The workaround here might be to make my own art consistently instead, even if it's not as good as the public asset packs. Id try to add more juices post-jam!
- I just have an new obstacle idea, a crow that spawns at upper half of the screen and flying horizontally to hit the bee, how about that :3
Thanks for playing and the suggestions! ( ᐢᗜᐢ )
- Yep I couldn't find good free flower assets so I'm trying to make some myself now...
- Some rhythm game stuffs going on here but I'll try!
- They do, and I intend to replace all with better UI assets
- Mhm adding some depth and variation is good, but meanwhile I don't wanna break the tempo of collecting one strawberry per second, so it's a tricky thing to decide. Maybe I could do something like strawberry movements?
There's insanely amount of effort for a 2-week jam and it hooked me on so long! (˶ㅇ⩊ㅇ˶) ⑉♥
- 6 customizations + 4 biomes + 8 mobs + 4 bosses + so many weapons, flower addons, consumables
- Visual and audio are all beautifully made and designed for each biome
- Nice UI/UX design on the inventory, weapon wheels and editing addons
- Gird-based backpack addon system with different builds to explore
Game structure has great potential and my nitpickings would be on game loop design, guidance and length
- Enemies have no drops nor benefits upon defeated, so players don't have any incentives to fight them than skipping for blubs/exit
- There is no hint on interacting with the blubs for items, and the goal is unclear for first-time players
- The game has too much content as a jam game, a full walkthrough taking 90min could mean that many players won't be able to make it to the final boss (which is really epic!!)
Love it after all, and I hope more people could pick it up without getting stuck uwu
The first bullet-hell game I have in the jam and probably the best one (didn't expect a snowball game in a spring jam lol)
It's really clever use of space (snow or grass) as the HP and build something around it. The mechanics are introduced step by step in the 3 loops make the gameplay fun and challenging while fitting the limitation.
- Great difficulty curve with loop-to-loop variations
- Audio feedbacks are polished very well
- Interesting characters & bullet patterns
I'm rating the Gameplay 5/5, but the moves can still be polish even better imo
- Dash : almost forget about this cuz there's no "whole line" attacks, I beat the game without using :p
- Shovel : give moment of invincibility when leaving, or allow for leaving early, otherwise unavoidable hits happen
- Wand : snowy attacks look same to the normal attack, and it's often too late to save energy when you see the ground warnings. Maybe give some vfx / sfx hint so the player get prepared early.
- Not sure if this is intended but you can use E+Q (Wand and then Shovel) to protect your grass in invincible
- This pattern is 100% hit?

Nonetheless impressive work as a first entry, and keep up the good work! ( ^ ⩊ ^ )⸝♡
Thanks for playing and commenting (>⩊<)
Fun fact: It's actually a coincidence that the BGM and SFX are synced, this is because my spawner runs at 60BPM (1 sec) and the BGM I picked happen to be at 120BPM, so if you get lucky they're aligned!
And yeah the flowers aren't good fit with the background, I will try to find some flowers with higher resolution for replacement and maybe also make the SFXs on-beat for real hehe
My last bee game on the playlist! This game really stands out in terms of story and character building, with some cozy music to listen (╹◡╹)
Nice Stuffs
- Roland and RJ helping the player throughout time loops
- Guiding your own bee queen
- Emma stone as a hint for weather
- A dedicated in-game tutorial for the basic controls
Theme is fitted very well, and my nitpickings would be on the gameplay and UI stuffs
- The core game loop is quite repetitive across days, even with the bee assignments and weather conditions
- The hive are cleared immediately in the evening, which I often forget to collect before the timer ends, and result in a 0 profit day T ^ T
- The managing bees UI has too much texts, adding some images could make it easier to pick up












