Play game
Bullet Flat Minor's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audio | #19 | 3.897 | 4.500 |
Overall | #21 | 3.897 | 4.500 |
Fun | #24 | 3.897 | 4.500 |
Creativity | #65 | 3.608 | 4.167 |
Approachability | #72 | 3.608 | 4.167 |
Visuals | #94 | 3.464 | 4.000 |
Theme | #118 | 3.031 | 3.500 |
Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Leave a comment
Log in with itch.io to leave a comment.
Comments
I wanted to go to sleep, but I kind of got glued to this game. Great work!
Thanks!
I really like this idea! I'm not sure how it fits the theme but I think it works well in general.
I think some of the attacks could have been better signaled before they spawned but that's minor.
I would appreciate if you could rate my submission :)
That's fair: I made a token effort to match the theme by surrounding the arena with a wall of lightning, but that's admittedly a pretty weak connection.
I'll make sure to do a telegraphing pass when I do my revision. Everything that spawns has at least a short fade-in period of some kind, but some are longer than others, and I suspect that some *look* like they've spawned before their collision is actually active. Do you recall any specific effects that were especially problematic?
I don't think any specific attacks were too annoying, it just all adds up to make the game feel less polished and fair. Keep in mind it's still a good game, though.
Wow! More people should have tried this out! I would suggest WebGL in the future, if you can. This was such a great entry with amazing music. Very calming. For improvements, I would say take another pass at the dodge, it felt like I was getting hit in the tail end of it when I shouldn't have been.
Keep up the good work :)
I'm working on figuring out a fix for the audio issues I was having so I can get a WebGL version up for the post-jam revision. For some reason--I *think* it's compression-related--the Unity WebGL player completely wrecked the music to the point that it was just a terrible experience. I've never had any problem like that before, so it really caught me by surprise. Hopefully I'll find a fix and then I can do a write-up on it in case anyone else runs into the same issue >:)
As for the dash ability: hmm, thanks for the feedback; that's interesting. I'll take a look at it for sure. It sounds like this is more likely a feedback issue than a mechanics one (at least from my perspective as the programmer). The invincibility frames last the full duration of the dash itself, but there is a brief period afterward where some of the visual effects (particles and trail) are still present, plus the momentum carries forward a tiny bit. It's not as simple to fix as just extending the invincibility time, since doing so would actually make it possible to chain dashes and become permanently invincible with proper timing, but I have a few other ideas I'll tinker with.
This game is just great! It feels really juicy and sounds very cool, especially with the sound effects synced with the music - that’s just sooo satisfying!!
Many thanks for including a casual mode where you can’t die, it really saved me :’) I found myself vibing hard on every level (really, the sound & music sync is great). Getting the lasers part with the dash in the third level feels so nice!!
My only complaint is that I sometimes lost my character for a second or so because it does not stand out much against the background & the environment, but that’s not such a big problem (and I can just look at where my bullets come from if I’m really lost haha).
Overall this game was awesome, I’m glad I downloaded it! There are some really cool games that were submitted for this jam and this one is definitely part of the coolest ones to me :)
(Please make a WebGL build the next time so more people play it!)
Hey, thanks so much! I'm glad you liked it.
I agree that the ship needs to stand out more--that was actually on my to-do list at some point but somehow fell off my radar in the shuffle of getting things done.
And yeah, figuring out what the problem was with the sound quality in the WebGL version is probably top priority for my post-jam work. I wasn't kidding in the description about how bad it was (a deal-breaker for a rhythm-oriented game), and it was a tough call and a real bummer not to include it.
You’re welcome!
I didn’t know about this issue with WebGL, I never noticed it before but it’s a shame indeed :(