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A jam submission

Return Of Robot TurtlesView game page

Simple bullet hell with ricocheting bullets
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Return Of Robot Turtles's itch.io page

Results

CriteriaRankScore*Raw Score
EASY TO GET INTO#1603.4293.833
AUDIO#1852.6833.000
FUN#1982.6833.000
THEME#2082.5342.833
CREATIVE#2232.5342.833
OVERALL#2552.2362.500
VISUALS#2871.9382.167

Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Do you have any bullet or projectile in your game?

Yes

You added some projectile or bullet in your game

How does your game implement the theme? (If your game doesn't use the theme ignore this field)
Enemy Bullet lifetime is 10 seconds, survive them if you can

What was the size of your team?
3

Credit all team-members that worked on this project (you can link itch.io/twitter/youtube/twitch)
Artists: Joaquin Ramirez (Tavera04)
Programmers: Laurice Thomas (LoriTom), Joaquin Ramirez (Tavera04)
Sound Designers: Andre Abi-Saber (andreabisaber)

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Comments

Submitted(+2)

Overall a fun game with great sound design. I enjoyed seeing the bullets bounce, that's not something I usually see in bullet hell style games. It adds another layer of complexity.

If you wanted to improve, I suggest resetting the player health between each boss encounter, or giving the player some sort of choice like 'more powerful weapon' or 'return to full health'. This could create an interesting choice for the player and add a lot of replay value. Secondly, add more juice, add in some particle fx when you land a hit or get hit, maybe some screen shake too.

If you keep working on this, let me know and I'd happily try it again!

Developer(+1)

Tks for “great sound design”!

Developer(+2)

Check some of my other songs: SoundCloud

Developer(+1)

Thank you for the feedback, and the ricocheting bullets were our artist/programmer, Tavera04's idea.

I'll run by our team the idea of attack boost vs health boost, we had planned ( and plan to in our "remaster") to add some different boss phases, a second mechanic, and some cannons in the rooms between.

I agree it definitely needs some juice, that's something I usually run out of time for. I don't consider game juice a "hot fix" update, so I won't update until after the voting session just to be fair. But  I would like to add some particles for sure, and I debated screen shake but was afraid it would be difficulty to track the already slightly erratic bullet patterns.

Submitted (2 edits) (+1)

Damn the soundtrack on this game is excellent, props to the sound designer here! 

I have a little bit of constructive feedback:

  • make the player shoot a LOT more quickly! Make it so I can hold down the fire button, reduce the amount of damage per shot, increase the bullet speed, and it'll feel much better :)
  • the art is decent, but I think a little more contrast is needed. Make the background nice and dark, that way all of the important visual elements (the player and the bullets) will "pop" more and they'll be much easier to see! I'd also lighten the enemy bullets :) you're using Unity, too, so there's no excuse for not installing the post processing package and adding bloom ;) 
  • more feedback! When the player gets hit, the screen should shake. When the enemy gets hit, they should flash white.
  • the menu is straight up broken xD I'm pretty sure you've got something covering the buttons - I'd make your canvas scale mode set to "Scale With Screen Size", that way it'll always look the way it does in the editor :) I'd hazard a guess and say you've got it set to "constant pixel size", and in the build that has meant certain things have moved around and the button is being covered.
  • I don't think there's an issue with the enemy bullet size, I think your issue is with your player's hitbox. Make it smaller than the visible bounds of the player! In most bullet hell games, you can be hit without dying on around 50-60% of the player sprite, with a small glowing bit in the centre that actually gets hit. This makes it feel like you had a "close shave", rather than thinking "ugh I'm sure I dodged that"

Other than that, though, it's a really good entry! I think you've got a fantastic little concept on your hands there, and with a little bit of polish I can see it being a game I come back to! Well done :D

Here's a video that illustrates a lot of what I was talking about:

Developer(+2)

Glad you enjoyed the soundtrack! Check some of my other songs here: SoundCloud

Developer(+1)

1. It's amazing how using a similar damage to speed ratio could have a more responsive feel, I'll try that out. I know a hold button can be difficulty for those with physical abilities so I might make it a toggle on/off or hold as an option.

2. I'm not sure bloom is the right things for blocky pixel art lol. But if it's really that easy to install and work with then I'll definitely experiment with it in future projects.

3. Yeah, I agree the enemy taking damage needs some feedback too.

4. I thought it was the UI anchors! You were right though, the mode was set to "constant pixel size", I swear if it's as simple as that one little setting! I'll start experimenting with it and see if that fixes that bug. Appreciate the tip there.

5. I still think the bullets are a little big since we intended for the prefab to save smaller. And I knew about reducing player hitboxes to get that close shave feel, but I didn't realize people reduce them 50% for bullet hells!

Thanks for the video and feedback, I'll be using those to guide my "remaster"!

Submitted(+2)

Very nice sound design, and the general gameplay is alright, but there's room for improvement:

  • The main menu has an option for Controls and Instructions even thought only the Start button works.
  • It would be nice to have more diferentiations between bosses, like different shape bulellts, different wall and room colors e.t.c. I would try to give more personality to every room.
Developer(+2)

Thanks for the feedback! I’ll be sure to pass on your compliments to our sound designer!

I’m  not sure what caused the menu glitch as it was working in editor but broke in the build when we posted. I suspect it’s due to UI anchors for the buttons.

I agree with you on the variety. We designed for more variety in the coding but ran into a couple glitches that prevented us from implementing more. Most interesting glitch was the boss would disappear from the game when it tried to shoot. With more time now, I’d like to add different shaped rooms so the ricochet feels different!

Developer(+1)

Thanks for compliment on the sound design! You can check other songs of mine: SoundCloud

Submitted(+2)

Game isn't bad, but it's a bit difficult. Bullets are too big and it's hard to dodge them.
Also not sure why player is spawned in the same room before each boss and the only difference is boss.
Other than that I think the idea is fun and with a little more work it could be really good.

Developer(+2)

Thanks for the feedback! I think based on comments so far we’ll be adjusting the bullet size to give more room between bullets.

As for the rooms before the boss, the were initially created to hold tutorial prompts in the first spawn and then canons in the sequential rooms, but we had to pull the scope back to finish in time for the jam.

After the jam, we’re hoping to polish it up a bit and add a couple of the things we ran out of time for!

Submitted(+2)

Nice simple game, movement felt smooth. Projectiles are a bit too big and hard to dodge. Taking damage on purpose to get invincibility was the best strat for me. Very good work to the team!

Developer(+1)

Really appreciate the feedback! The enemy projectiles were spawning a bit bigger than prefabs for some reason, but I didn’t take into account the increased difficulty. Also thanks for sharing your strategy, it helps me think through intended gameplay vs unintended work arounds.