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Boudicca

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A member registered Jun 08, 2020 · View creator page →

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thanks for the feedback! we had a hard time dialing that in hahaha

This is a really really strong submission! i don't have a lot of critique i can give, cept maybe the rng nature of how varied the walkers can be can lead to frustration, for instance i never met a statue that didn't kill me or do nothing, and weapons give buffs that feel very inconsequential (i had a bedrocky in front and i wish i had some way to make them fast enough to stay ahead of my backline). Some more ways to edit or improve my run that i had control over would have felt really good.

This is a nitpick tho, making walkers appear as boht enemies and allies is really clever, and it really speaks to the soul to try and keep playing to see everything the game has to offer. amazing job c:

The difficulty may be a bit high, but this sort of game isn't my usual cup of tea so take that critique with a grain of salt. the gameplay moving to the beat was a really nice touch, good job c:

thanks! c:

thank you for playing c:

one of them likes the treeline, and doesn't understand his butt needs to hide too c:

Really strong submission c: My only critique really is in some of the enemy design and clarity to the player. Upgrades that buff other upgrades (extending combo multiplier, expanding explosion influence) get offered before and along side the prerequisite upgrades, i wasted a lot of levels picking up 'extend combo multiplier' without having a combo multiplier to extend. the 3rd boss feels unclear, everything else i'm supposed to touch but i think i got hurt when i touched the playing cards? that's ultimately what killed me, i was trying to breka them to stop them from hittin gmy base by sitting on them and i think i died. the large slow enemy feels superfluous when it dies in 1 hit.

ultimately it's a limit of hte 1 hit design space, the gameplay is really fast and fun, but basic waves became frightfully easy (at least with mouse controls) and the make or break of a given run is whether you can figure out a boss's gimmick before it kills you. At least to me it's a negative play cycle, on the basic waves you risk boredom, on the bosses you risk frustration, smoothing out that design pattern could really help here.

That's a lot of words dedicated to critique, which isn't indicative of my over all play experience, this is a really tight, fun design that you could absolutely run with expanding. heck it's practically stand alone already. I only deep dive the critique because this game has gotten the basics so super duper right. This is a top contender to be sure c:

I love the musical nature of fights c: i'm not one for these sorts of games a lot of hte time but turning it into a math puzzle engaged me! i'd recommend if this concept were expanded further adding complexity like soldier types or enemy effects. this is a great little proof for a unique take on the auto battler style, great job! c:

phenomenally beautiful! i'm in awe c: my only critique is that when my swarm was big enough it became hard to see past the particle effects to actually where i was going, and the harsh light was a bit hard to look at.

All in all a serene and heartening experience, great job c:

Cool! reminds me of lemmings. The spawn and lock system is clever, though the little guys can be frustrating to control (i keep bouncing off the ceiling when trying to jump over frozen mongats in 2 tall hallways, frozen mongats are still very round and very easy to slip off of, jump height feels inconsistent) I wish i could spawn mongats where my current guy was so i didn't have to roll them through the whole level over again when i needed a new mongat. 

All in all really clever! i like your execution a lot good job c:

Really creative design idea c: i experienced some glitches, like merging a small clone to a medium one at one point made a big clone and a medium one next to it, but those aren't a huge issue. My main critique is that the camera works against me, i can't swap to clones i can't see, and the later puzzles feel like guess work since i can't tell what the buttons do when i press them. walking across screens is slow, making it a real motivation killer to experiment and try them all out. it makes it feel like pick-a-pipe basically. The ability to cycle between clones not on screen, or a sprint button would probably alleviate this issue.

Really fun concept tho c: i like the gooey little design, tutorialization was straight forward and clear, and i didn't experience any other glitches besides the one time my clone merging freaked out. great job~ 

Solid! great work on this, combat was a little slow to get the hang of, but it was really fun to duck and weave through the pack to pick my timing for swings. It's a pretty low poly style, and it felt fun and unnerving! i think you could expand on this c:

Excellent short submission! the controls feel a little weird, i didn't realize i could jump up to the mermaid my first try, but once i figured it out this was a cute little experience. c: excellent execution of theme and limitation!

Great concept! the PS1 graphics made me worried we were gonna end up in some kind of viral horror game, but the puzzle mechanics were pretty solid! i think my only real critique (besides some polish on controls and hitboxes) is that the limitation feels primarily tacked on, rather than an integrated part of the game. This is some really solid work, great job c:

i managed to get that far, but even when i pressed the down arrow it gave me a missed input signal on up arrows

it was put that high as a sort of deterent for actually cleaning the whole island, thank you so much for playing! c:

i hope you take me assumign it was a prebuilt asset as a complement then! i think for a larger game this would be an amazing map then c: and i wasn't expecting anythign to be up here, or in the various out of bounds locations i climbed to, they weren't in my calculations for map size, i was just exploring and having fun c:

The humour in this really carries this one c: My primary critique is that this map is *massive* way too big for what it needs, i presume this was a prebuilt map you worked off of, i think it would have cut out a lot of the needless walking to add some walls here and there and bring everything closer together. not sure why we're some kind of ghost thing? but i don' thate it the design is fun, and i had fun exploring and figuring out the various quests c: good job c:


strong entry! it's short and simple but it really delivers! i love a little point and click adventure from time to time c: I don't have a lot of notes here... probably could have used a little more direction on the seals task? but i figured it out just by clicking around so you don't *need* it or anything. game is beautiful, the soundtrack slaps, and this rules! great job! c:

pretty fast paced and fun! i'm still a bit confused about what instruction is a lie exactly, but developing a strategy to go around and kill the hives was enjoyable c: 

If i have any gameplay critiques, i wish that when one of my followers hits a flower it picks it up for me, instead of just deleting the ammo for me, and sometimes with 5 followers it becomes a matter of just sitting in the center of the screen and letting all the follower bees aimbot down each hornet as they spawn, but them being destroyed when fighting the hive kinda alleviates that, as it means i have to sit up in my chair for the boss fights which were engaging c: Otherwise to critique would be that i found it confusing what each weapon type did? i presume varyingly inverse amounts of damage and meter drain, but it ended up just being strongest to stay on the least meter draining attack so it was easier to heal. longer hit stun would have been nice, and maybe not letting hornets spawn right next to me when near the edge of the map, but none of htat stuff stopped me from finishing so i wouldn't consider it necessary changes.

That's really all negative i can say however, the direction is solid, i felt like the game communicated well with me, and it forced me to make decisions and formulate strategies, which is really really good for a short 2 week developed game like this! you did really good c:

really dig the art style! i find the gameplay drags a bit, and i'm not 100% sure of all the items in the shop besides the necessary upgrades greying out and becoming 'too expensive' is intentional and doing the 'fake ingame shop' optional limitation or not, if it is it feels more like a bug than a conveyance of 'not real'.

the art style is great tho! and the dialogue is cute and funny, i found myself chuckling at some of it c: I wish that the detector made a more definitive noise when directly over an item, as it became a bit frustrating snaking around on like 4 tiles trying to find the right one haha. all in all This is a solid submission great job c:

Simple execution of theming, which is never a bad thing c: i found in my playthrough that no matter what i pressed on up arrows it acted as if i pressed the wrong button, the only way i got past them seemed to just be to let up arrows pass by me and do all the other ones. congratz on submitting c:

really immaculate vibes here! your presentation is really strong. if i have any critique it's that the game does not really express the limitation beyond what's written on the itch page. highest score i could get the cat to was 8, the qte's got too fast for me at that point. really beautiful submission! good job c:

https://itch.io/jam/comfy-jam-summer-2026/rate/4693581

Discord: Boudicca
Thank you for doing this c:

thanks so much! your feedback is appreciated c:

we were def more gungeon inspired than classic bullet hell inspired, and yeah ideally the game will eventually have more robust mechanics around bullet management, i'd love to not start full of ammo, and let you get upgrades like modifiers based on number of bullets, modifiers on how they're shot, and potentially special bullets you can pick up to shoot with.

thanks so much for the feedback and playing /rating our game c: 

all music and sfx was created/mixed by Granular Biomes during the week period, just like all 3d models and animations were done by me c:

we ended up having to leave our tutorialization on the itch page due to time, thank you for your feedback!!

Really aestetically pleasing, the various indie inspirations are obvious and awesome, i think this is a strong contender c:

i personally found the enemy attack patterns frustrating, our balloon man feels very floaty (lol) and it can be hard even in small form to get attacks in, and if i don't kill something it just smacks me in the back for the next 20 seconds as i can no longer do anything about it as it goes off the screen hahaha. This is obviously a skill issue, but i found this very difficult and frustrating haha 

besides that this was really engaging, i think you did an amazing job, thank you for being the last game i have to rate c:

I managed to get through a full run before posting this and figure out the controls through trial and error/looking at the keybinds menu (which is a great addition btw!) if my review seems more critical it may just be because  i tend to be more critical with games i can tell are of higher quality, and more experienced devs. it's easier to nitpick the small stuff. by 'more critically' i mean i can't rate it 10/10 but it's still a great submission in my book c:

Great submission imo, this is a real goofy micro game all in it's own right... i think i coulda spent hours on this but the damage effect is so jarring it genuinely makes me nauseous... Perhaps it's all the bullet hells i've been playing today but i would be worried about seizure warnings with how quickly the screen changes on damage.

otherwise great job c:

Very cool submission! i think it runs into the issue some other tetris likes do, where it doesn't feel particularly engaging to place tetris pieces freely in the space, and i think it slows down gameplay a lot. But this kind of game is what jams are all about, i genuinely think you've tapped something unique here, and it was a very fun play c:

I wish we got a little closer to the gameplay, the art looks fantastic but it's too small to be particularly readable. Environments got a bit confusing, and i'm still not entirely sure if we had a healthbar and could die? I think this is something really unique, and i would love to see more however c:

now i can say with confidence...

That i still have never played ultrakill.

In all seriousness i have absolutely no idea how one would dodge some of these patterns, there wasn't really anything to tell me how to play? and everything is mapped to the face buttons which makes it hard to enter focus mode and keep firing? and i have no idea how many bombs i have so i just kept throwing them until i died cause the enemy patterns are an absolute wall...

As an elaborate shitpost? 10/10 this is amazing. having to rate it as a game tho i have to be a bit more critical than that hahaha

This was an experience tho thank you c:

Psycadelic! this is a really unique art style! and i genuinely love that kinda niche vibe so great job c:

Took me two runs cause my first run i picked up DIAGNOSIS which is, and this may be harsh, completely useless. Second run i went with GROWTH, RANDOM, and ADDICTION and those 3 worked well together and allowed me to get to the end, but i think the system feels a bit flawed. I got offered words like SHRINK, but if i'd taken them with GROWTH i would have been nerfing myself at any range since i don't really have control over what the next word to come out is. Suffice to say it appears to be an upgrade tree, but in gameplay it felt like i would have mostly liked to just have GROWTH the whole time, and the gameplay made me feel the best course of action was to pick words like GROWTH as much as possible, instead of exploring the space.

That's a long winded talk on game design tho, which is subjective, but the presentation here is genuinely so cool, i love what you've done here, great job! c:

Autofire survival games like this, magic survival, and vampire survivors all have one big problem to solve; how do you impose difficulty when the player? Survivor games like this thrive because they're more math problems than skill tests, having the player navigate complex upgrade trees and hunt for powerups and items to improve their damage to escape the hordes. without those elements, there's really no reason to do anything other than jsut stand there. this is the beginnings of a survivor style game, it just needs more elements to really get there.

Auto-fire, audio balancing/music, a bit more balancing of wave spawning, some more art for background and enemies.

That's really all i can think this is missing, the main character's design is incredibly cute, and you've implemented shrinking better than many, it feels impactful and like shrinking c: i think this is really cool, well done! 

Solid work! games like this make me think maybe i'd quite like to get more into shmups. Lots of fun once i got the hang of the controls, some kind of tutorialization would have been nice, but otherwise the whole experience is a solid, professionally designed piece.

I have to mark of only on one aspect which is that this doesn't really incorperate the shrink theme at all, in any way i can tell at least.

Still! this is a really great game! good job! c:

The visuals are quite striking, it's probably hypocritical of me to say the camera became a bit of my enemy, as having no way to turn it makes it very difficult to move towards the screen at enemies that have spawned behind me. I wish that when they spawned in they gave us a little room to breathe, a couple times i either died out right or took damage simply because an enemy spawned in and shot faster than i could react.

This is all nitpicks though from someone salty they lost haha, it's a really impressive amount of work to have done in 10 days c:

I designed the enemies and have partial credit for bullet boy, and i think this is an example of convergent evolution. my inspirations were Clippy from Microsoft Word and traditional old timey animation, exaggerating the hands and feet by making them just the only thing there. Rare games i think similarly took very traditionalist cartoon inspirations so we ended up in the same design space, i take it as nothing but a complement c:


You make this so much harder than it needs to be. I'm supposed to be picking the best one and you give me yet *another* option?? this is a quintessential shmup, all of my other top picks make some deviation from the genre, you leaned straight into it, full bore, and knocked it out of the park. The shrink explosion mechanic is unbelievably fun, i'm not even all that good at shmups and this made me feel cool and strong and powerful as the player, the slowdown helps me engage with this a lot. I think the only "critique" i can come up with is that it's a bit hard to tell when an enemy can be shrink killed? but only until i got used to it. I experienced a glitch where after respawning the music wouldn't play anymore, and that's about the only unpolished piece on this diamond. 

phenomenal work c: