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Nebula Mites's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #153 | 3.238 | 3.238 |
Presentation (graphics, audio) | #187 | 3.333 | 3.333 |
Originality | #229 | 3.143 | 3.143 |
Theme | #278 | 2.857 | 2.857 |
Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game represent Mode?
Our game is a proof of concept for a bullet hell/turn based game. Switch from bullet hell mode to turn based mode.
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Comments
Nice entry! I liked the look of both the enemies and the player; it really gave off a nice sci-fi feel. The bullet-hell mechanics also had a fun bend to them; I really liked the way the player character controlled. The only issues I ran into were UI/UX related. I think giving the enemies health bars would have been helpful (though hopefully not visually overcrowding). Also, I think giving a few more visual indicators of what the tactical mode dice upgrades would have been nice; that portion of the gameplay was sometimes a little confusing. Regardless, I had fun! I made it to Wave 4, and I enjoyed the challenge. Good work!
Pretty cool concept, I like the gameplay and art you have in it so far. I imagine the tactics mode will look really cool once there are special animations for each action you can do. The variety of enemies is pretty cool too. I agree with some of the other comments that it didn't really feel necessary to go to tactics mode except for when I needed to heal or I noticed my dice rack was full. Pretty cool concept and start overall though.
Interesting idea, but I don't really feel the incentive to change mode. Really impressed on the character control by the way! The art and music is pretty impressive! Great job.
Nice tight gameplay loop, had me going back a few times to try getting to further waves. Really fun.
I got to wave 4. I'm impressed at how well done this is within 18 days. When can I wishlist this on steam?
Wow this is a really good game, like actually bordering on feels like close to release quality. Great use of the theme with the main mechanics of the game! I loved the fluid way that combat transitioned between bullet hell and turn based combat. Using your turns as a bomb really felt like activating a super move. Also being able to allocate the dice you were getting was a clever way to add tactics in what would otherwise be a kind of one sided decision of how to obliterate your enemies.
I think there were only 2 things that got to me. The first is that between waves I got teleported, which would have been fine but bullets didn't despawn so I did get hit with a few bullets without much time to react. The other thing is that there wasn't damage numbers and I really wanted to know how much damage all my turns were doing especially when I got a bunch of 5 and 6's haha.
This is definitely one of the more solid entries I've seen this jam. Excellent job overall!!!
This was really cool! I enjoyed how fast the character felt!
I feel like maybe a bit more of a tutorial (outside of the bits that show when you die... that was helpful though) may be necessary to help people understand the mechanics a bit more
Great start for the game, the movement felt very nice and the isometric style is well executed. The art and music really stand out, feeling very cohesive with what you're going for. I think the turn based mode needs to be better explained, but overall definitely nice work putting this together.
Wonderful work! Very intense bullet hell, found myself very engaged and focused in trying to dodge all the bullets whilst also getting off my own damage. Nice job!
This was actually a pretty fun game! I really enjoy bullet hell mechanics so this was pretty fun to me.
The whole problem with the game though is that you can easily ignore the turnbased mode. First few rounds i didn't even know it existed and when i figured it out how to activate it i didn't understand how to even use it. Such a shame because i really had fun. Would've been cool if the player itself would switch modes like different weapons and ways to move or something. I do see how the turn-based mechanic would work but it just didn't work for me :/.
Granted, i really did enjoy your game and played it for a bit. The enemies are fantastic too with their procedural-looking animations! Well done!
Excellent feedback :). I feel like the potential is there for a hybrid game like this. It just needs to be workshopped. Wish I had time to make a tutorial to explain how to hop into turn based mode. Shoot 5 grenades(roll 5 dice), press F. The artist is the star of the show here.
This game's strengths are the monster designs, the graphics, and the regular isometric bullet-hell gameplay.
I found the turn-based mode to be a bit confusing - the UI is a little tough to manage - having the cursor switch from the target to a mouse cursor would have been helpful. There's also not much feedback for what happens in turn-based mode, so there were some times where I would end a turn, and then all the enemies would despawn because I had killed enough of them to enter the boss phase, but I thought that I had killed them all with the multi-target attack.
I would have also preferred a downloadable version, as the UI is clipped on my screen and it wouldn't let me enter fullscreen mode to try and fix it.
Overall, really nice job, I had fun dodging the bullets :)
Thanks for the feedback on UI clipping. I changed the upload settings so you can play in full screen now.
A fun bullet hell, and I like the tactical mode giving me some time to think about my approach.