Wow, really cool concept and idea of bullet hell game :)
Very original idea, good job!
Criteria | Rank | Score* | Raw Score |
Creativity | #8 | 4.353 | 4.353 |
Approachability | #10 | 4.176 | 4.176 |
Overall | #32 | 3.824 | 3.824 |
Fun | #52 | 3.588 | 3.588 |
Visuals | #61 | 3.824 | 3.824 |
Theme | #64 | 3.588 | 3.588 |
Audio | #68 | 3.412 | 3.412 |
Ranked from 17 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
I'm usually not that big a fan of grid based games, but yours has awaken something in me... This game is definite brain candy and I love pretty much everything about it!
This is a very different approach I never even saw coming! Yet, it works! I can totally see this being expanded upon! Would have liked it for the blue arrow's to be more like arrows being shot by the guards, since they seem random, but it worked inside the parameters and maybe add a bit more health, other wise it looks and plays great! Also a little more music!
super super sick concept and awesome eye candy, never thought dodging this slowly would feel so satisfying! I think some points to note is that to me it was a little unclear what the enemy behavior would be whenever I ended my turn next to one. I think there were moments when I ended my turn next to an enemy, and it didn't attack me? And sometimes they did? Or maybe enemies never attack when you end your turn in a diagonal space and not adjacent to them?
I think another thing to note is that this specific turn based format seems a tad bit predictable to me because the enemy shooting and bullet moving happens one after the other, and as long as there's not a bullet or enemy in the adjacent tile you're sort of guaranteed to be safe. I'm sort of crossing the line of giving feedback and becoming a backseat designer here, but I think an interesting pivot/spinoff would be that after you decide your turn, everything happens at once? You can take all your time making your move, but the bullets fly and enemies move at the same time you're also moving, and if your path happens to cross the mid-flight trajectory of another bullet, then you lose? Obviously that would completely alter the implementation, and add some non-discrete elements to the gameplay like collision detection, but it might be a little less stale and add some interesting opportunities for other player/enemy behaviors.
I always respect designers who break boundaries in terms of how they interpret and respond to genre/thematic limitations, and this game definitely seems to be one of the best genre-benders in this jam while still keeping up with the bullet hell constraint. Sweet work and congrats on the awesome submission!
Thanks for playing :) There are some clarity issues with the enemies, not all of them have the same movement (some are random, or towards the player, or only in diagonal) yet share almost the same model. If we had more time we'd certainly would have made the enemies a bit more unique. One suggestion that came up was to show where the enemies are going to move to next, which we liked.
Agree on aspects of the game feeling very deterministic. The original ideas had significantly more variance to the game play loop, but we decided to start simple since we wanted to just test the turn based aspect of the concept. Thing like the player having much more restrictive movement but can pickup power up or take movement from killing enemies came to mind. At one time we hovered the idea of a 'card' based system were you draw your movement options for the turn. All things to try!
Wow, this is a really interesting idea! Would love to see this expanded on in the future! :)
Great concept mixing turn-based strategy with flying bullets. The gameplay felt a little too slow, nerve-racking at times, and I would have liked more interactions, but it was fun and challenging, and the graphics are very well done!
Thanks for playing! Out of curiosity how far did you make it into the game? There's about ~5 rooms and they each experiment with a different level design. The more bullet intensive ones are the last two, with the first 3 focusing on movement/tutorial. Trying to gauge if the intro section might be a bit too long (which I'm suspecting it might be).
Great concept, I really liked it. The game too slow for a bullet fury game tho. If you can make this game more fast and chaotic, it will make a big difference. Anyway, good job! A really neat game!
Unique concept, at first I didn't know how the theme was integrated, but when I got later into the game I figured it out. Very fun overall.
Thanks for playing! We interpreted the 'confinement' theme as limiting the usual real time game play of bullet hell games to a turn based experience. The different rooms explore playing with different movement challenges, it's near the end (!3 min in) were we start to see lots of enemies throwing everything at ya :)
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