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Rainy Day's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #50 | 3.647 | 3.647 |
Theme | #66 | 3.294 | 3.294 |
Visual | #80 | 3.706 | 3.706 |
Fun | #94 | 3.353 | 3.353 |
Audio | #216 | 2.471 | 2.471 |
Ranked from 17 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?
We made everything during the jam, except for the rain ambient noise
Are you using any AI generated assets?
No
Did you use BulletFury?
No
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Comments
I made it pretty far and I had fun! What more could I ask for. Some goofy but lovable art makes this experience extra nice :)
Great game with awesome visuals and bullet patterns!
Very fun , ramps up incredibly quickly in difficulty
The drawings are cool and the athmosphere is amizing (there's no music , but that's weirdly fitting in a way)
I also had the bugs of the enemies shooting from offscreen , but that was only for the "big" heads that shoot a bunch of aimed bullets
Very fun , ramps up incredibly quickly in difficulty
The drawings are cool and the athmosphere is amizing (there's no music , but that's weirdly fitting in a way)
I also had the bugs of the enemies shooting from offscreen , but that was only for the "big" heads that shoot a bunch of aimed bullets
Phenomenal game atmosphere. Great use of theme, visuals are very simple but there is a lot of emotions in the game.
Well done!
Terrifying, love it. Certainly a hellish amount of bullets
Love the atmosphere and visuals, the card modifier that pop sometimes are very cool, though the wind makes the game a bit easier since you don't need to line up against the enemies to shoot. Only wish was for having something else to do if you don't shoot enemies, feels like the game just doesn't start unless you start blasting, but great job overall.
Great feedback! I had a really hard time tweaking the wind. When the wind was first introduced, it was a lot too strong, but now I think it achieves a bit of a balance. It only gets really hard if there are a lot of bullets on screen though. And it's a bit intentional for the game to be easier when not shooting, but I get what you mean. Currently the incentive to keep shooting is to get a high score. I'll keep that in mind though.
Seems like something is sadly bugged for me with the resolution. In menu my mouse is has to be like 10 percent of my screen under the selected menu item. In game it seems like the stuff is out of my screen aswell :(. Visuals look great from what i can see. Cant say a lot to the rest of the game.
Sorry about that. Unfortunately I can't upload a new version since the jam's voting period isn't over. Thanks for trying it out though!
Interesting way to implement the consequences. Is there anything past the 1/2 million score mark?
Thanks for playing! If you mean past the boss, then there isn't currently anything unfortunately. I'll add an ending screen after the jam.
After about an hour of play, shot down almost every enemies and scored about 1.2 million... and tons of karma.
I tried to letting enemies go at first, but enemies kept attacking me for a quite long time after they moving out from the screen. doesn't know if it's intentional, but it felt more hard to not shoot enemies. (If it's not intentional, try testing on various screen resolutions?)
I loved game's atmosphere though, especially boss's design. it conveys this game and it's bullet themes. wind, rain, and thunder have their own patterns and they even reacts with corresponding karma cards!
Overall I enjoyed this experience. well done!
Thank you for playing and the wonderful feedback! Glad you had fun. I've (hopefully) fixed the bugs I know of, including the one with enemies shooting offscreen, and I'll update the game as soon as the jam is over. But thank you for the compliment on the boss design! I spent a lot more time than I would've hoped on that one.
Seems like it takes a wheel for the enemies to start spawning unless i'm missing something. Once they started coming though, the difficulty ramped up in a really fun, balanced, and rewarding way. Felt like it had gone through a lot of playtesting and found a sweetspot that makes it feel hellish, but the player feels like they're doing a really good job of dodging. Really nice submission!
Thanks for playing and the comment! About the enemies spawning super late, that's the first thing that will be fixed when the voting period ends. For the level design itself, I think we have an advantage in our game, that if players don't want to make the game very hard, then they can! So I intentionally made the level not too hard if you just focused on dodging. As for playtesting... I'm the only one who played the game before publicizing it, so I probably gained a ton of karma in the process. Wish me luck!
Very cool! Good job
Thank you!
Pretty nice patterns and skill up ramp. The cards are bit confusing though. I appreciate the art but I'm not sure it fits together.
Thanks for playing! I know, I didn't have time to put up a tutorial about the cards since we were already late with the submission T_T. And it was our first time trying to make a game with detailed art. Originally it wasn't going to be pixel art, but then we realized that the game's native resolution was too small for 4k art to make it into the game. Great learning experience though!