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Bullets Are Expensive's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #9 | 4.100 | 4.100 |
Audio | #80 | 3.400 | 3.400 |
Fun | #87 | 3.400 | 3.400 |
Overall | #102 | 3.300 | 3.300 |
Visual | #206 | 2.700 | 2.700 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Are you using any third party assets?
I made everything during the jam
Are you using any AI generated assets?
No
Did you use BulletFury?
No
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Comments
Hello KernelD! I remember seeing you work on this game in the discord! Here's some feedback I have for the game:
I cant tell what's the range of me getting hit by bullets and what is close enough to collect bullets. According to the game page this is the whole point or core mechanic of this game but I feel like its not clear enough for the player I ended up just dying over and over instead of collecting bullets. A tutorial on what's the range would help greatly or even a change in sprite.
Speaking of sprites I thought it was funny the planes or spaceships or whatever were flipped upside down instead of redrawn or some other change. In terms of gameplay I don't think this matters at all but I thought it looked a bit silly.
Audio is far too loud I feel like everyone in this jam when making audio had their windows volume at single digits while my system defaults to being at 100. The audio is nothing to write home about but the fact you have it is a plus. Just balance the volume out because in its current state it is far too loud on boot up.
Overall this game has a cool concept and follows the consequence theme very well.
Hey, thanks for playing!
The sprite actually does show the ranges, as collection range is the edge of the sprite and the tiny dot in the middle is your hitbox for taking damage. I guess it could be made more clear, though? It wasn't something I felt I could prioritize in the time span of the jam.
I admit my art is crap lol. I'm not an artist and just had to make something quick to get back to the gameplay. The only thing I put real time into the art was probably boss 3. I even reused one of the enemy sprites like 5 times for slightly different variations and purposes.
I'll see if I can balance audio better in the future. I have my audio settings weird on my machine so it's hard to calibrate against other things sometimes.
Hello! ๐
Overall: โจ Great game concept. I had a lot of fun testing this one. Great job on the submission!
Fun: ๐ The implementation of consequences by having you take damage to regain some bullets was clever and added a strategic element. The gameplay was engaging and enjoyable.
Visual: ๐จ Neat visuals for the pixel art style. Loved how the explosions were telegraphed, giving me a chance to get out of the way.
Audio: ๐ถ The SFX and music fit the setting well.
Theme: ๐ The theme of "consequences" was well implemented with the damage-for-bullets mechanic.
Great job overall! ๐
Saw this game already on discord! Very good core mechanic of the game i really like that, and it fits theme and title very well. Game is very unique, great job!
I like how the patterns are made and the fact that you included some boss fights! One thing I would suggest is to let the player shoot backward too, because at some point I had some enemies behind that shot an explosion thing and dealt damage to me too, and I couldn't shoot it too because I was too upfront. Well done!
Really great game! I remember the videos from Discord. Glad that the gather bullets mechanic worked out so well. It really sets the game apart. How about explosions and active gathering of bullets on key press in the next bullet hell jam?
I really liked the main gimmick of this one. Having a limited number of bullets is fairly intuitive by itself, but I like that you refill your bullets by grazing. I feel like the easiest option most people would have thought of would be to just have enemies drop bullet pick-ups when they die, but for me personally the grazing was a lot more engagement. The two systems combined give a fun loop of going back and forth between positioning yourself to shoot enemies and around bullets to refill. How all the systems interact makes the game as a whole feel very intentional and not just a schmup with a gimmick slapped on top.
What did I miss out on?
Could you elaborate on what you mean by that?
I beat the first two stages (ended with 351cr and 96 cr).
The game is fun. The music is nice,I like the limited bullet mechanic, and grazing for bullets is appropriate, the time limit for boss fights fits pretty well with it too. The game goes at the right speed to me, the 3 levels are very different, pretty much every sequences of the game is cool and the boss fights especially are quite interesting. The difficulty is exactly as I like it too.
That's a very cool game, thanks for sharing.