it was put that high as a sort of deterent for actually cleaning the whole island, thank you so much for playing! c:
Boudicca
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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:
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:
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:
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:
What a jazzy submission! I experienced a glitch where half way through the game stopped waiting for me to pick my upgrade before starting the next wave, and some of the upgrade text is misleading, saying i'll spawn more bullets on a damage upgrade.
I love mouse based bullet hells! this was a really fun little time waster c:
A unique and cosy style, really cool idea, i think this just mostly needs more to it c:
Your enemy patterns were fun, i love the way you implemented shrink, tho the second arena to the right was too tight for some of the enemies and maneuvering to be effective.
the only real critique is more! this is a great start and you could expand this and it would be awesome! great job c:
I am so annoyed at how much more i want of that. I got homing projectiles plus splitting projectiles and they stack with the projectile lifespan upgrade... that was great! like genuinely super fun to play! couldn't stop myself from taking a few extra runs to go through and beat it! I wish there was endless mode, and i also think you start too slowly, the game really picks up by bongwater and hits its stride from then on, the early stages are gonna lose some folks with how slow they can be. I also don't like that you used ai in the code, everything else is stellar! you did great! i like this a lot!
Super hard but super cool! really traditional style! i wish games like this would explain what power is exactly or how much of it i need to upgrade my gun, but i know that's not the style so it shouldn't really reflect in the review. I originally thought "why would i ever get out of blue form if i can break the big bullets" only to realize in a later run that the spread shot is great for enemies i can't get directly behind, though i wish that the red form also had a bit to show me what my actual hitbox was, as that gets a bit confusing.
But that's emergent gameplay! as a player i'm learning and developing strategies while playing! which is an incredibly good sign, i think this is belongs as a top pick honestly.
Cool concept, really flavourful execution with a lot of personality! The hit detection on attacks is really hard to understand? several times i'm basically on top of one of the adventurers and the bite doesn't do damage or heal me, it's fine vs everything but the knight, i can cram myself up against the mage or ranger until it works, but yeah some more clear indication as to where damage happens i think would be helpful. Some sfx feedback on damage and attack would also help too. This is an interesting concept! you should roll with it!
Cool concept, i dunno if i've ever seen a shmup about getting ontop of the spawners before, but it felt very hard to approach any of them, and as i got smaller the edges of being on top of an enemy didn't count, i had to ge tmyself directly on the center, meaning i can't be dodging other shots, which sort of leads me to the alternate strategy of not attacking anythign and just running away until they all kill themselves trying to get me. I think just a bit more readability and this is a top notch game all on it's own, dead enemies making more of an impact, and an easier way to tell when i'm successfully eating something and that something has finished being eaten c:
Lots of personality here! really strong submission. Your bullet patterns are highly cheesable tho, i think i found either a safe spot or a consistent easy to survive location in every wave. The music is a bit too NES for my taste as well. But bob is a very charming square! and you got a chuckle out of me with the 3d phase fakeout, i also wish we could ahve done that! This was fun c:
No sound is a hard thing to have run into, the concept here is interesting, but at least for my skill level or set up, everything in this was basically impossible to dodge, i was hit on every pattern, if i'm too close to the centre i have no room to dodge, if i'm too far outside i have no time to react and no movement speed, the green lasers are especially egregious. This needs more player feedback. Otherwise cool execution! i wish had the sound cause i bet this game rocks hard with it!





