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Aleph-Null's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
OVERALL | #2 | 4.465 | 4.465 |
FUN | #2 | 4.488 | 4.488 |
AUDIO | #3 | 4.558 | 4.558 |
VISUALS | #4 | 4.721 | 4.721 |
THEME | #7 | 4.326 | 4.326 |
EASY TO GET INTO | #11 | 4.465 | 4.465 |
CREATIVE | #72 | 3.698 | 3.698 |
Ranked from 43 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?
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)
10 seconds per room
What was the size of your team?
1
Please credit the resources that you used during the jam (if you used any)
Player model - https://skfb.ly/6QWKn by Charles Cloutier
Bullet system - https://wayfarergames.itch.io/bulletfury by WayfarerGames
Powered with FMOD Studio by Firelight Technologies Pty Ltd.
Credit all team-members that worked on this project (you can link itch.io/twitter/youtube/twitch)
https://qer24.itch.io/
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Comments
I think we have a winner :P -kale
Awesome art style, gameplay, sound and music.
Your game is just SO good.
I hope a complete game !!
This is fantastic. My favorite game of the jam. Great sounds, great design, I was hooked through the end. Amazing you pulled this off in a week. My only incredibly small gripe is that I think the bullet spawners should be a different color than the background and player lol. Great fun and great job, keep it up! Love the risk of rain reference at the end as well btw lol. I would love to hear your thoughts on my game as its also a 3D game made in a week but polar opposite from your own in my opinion.
A great-looking and very polished game with some very clear visuals and pleasing bullet patterns. I like this. :)
Wow. It's hard to believe you made this in just one week, it just feels so polished. I feel like you could release this right now and release more content over time, this is awesome. If your game doesn't end up at least top 10, I'll be mad. Honestly, one of the best ones so far.
Mind telling me how you created the look for this game? Absoluetly in love with the artstyle.
Thank you! I'm using this method to create the outlines, and just unlit materials. Sticking to a solid color palette is also very important. I basically just used 4 colors in this game: dark purple, pink, light blue and white. After that, just drown the game with post processing and there you have a pretty art style :P
Thanks! I was thinking you used an outline shader (it does look pretty obvious), but since I never really dipped my toes into shaders, I have no idea how to properly use them. The site you linked does look really informative, I'll definitely check that out :) Oh, and the color palette works wonders, you're right.
Personally, I always focus waaaaayy too much on the programming part and leave the visual stuff for the last few hours, which I really need to improve on as I never have enough time to achieve the look I have in my head.
Thanks for your answer! :)
Hey, I really wanted to play your game (even from the thumbnail & name alone!), but the download doesn't seem to be working for me on Mac. Any idea what could be causing this?
Hey, something like that happened to someone else, can you try the command I put on the bottom of game's page? (like the main page not the submission one)
I was able to get it working with your instructions, and wow, I'm so glad it worked.
There's a lot of great run and dodge bullet hell games in the jam, but I think this is the one that did it for me the most. I really loved so many things about the vibe: the visual aesthetic is great; the way the game stays in a single camera continuous camera shot even when you die makes it so immersive; the way you can see the sides of a platform when you go up to the edge of it... and I really love what you did with filtering the audio.
I wanted to try doing something similar with the audio for the slow motion effect in my game, but I wasn't sure how to set that up, so I'm curious as to how you did it!
The levels and bullet variety were also really great. Even though the use of the theme was pretty straightforward, I thought you did a great job with it. Compared to having endless waves that spawn every ten seconds, I thought having distinct levels where you need to survive make you really feel the timer all the more.
The only level I really had something critical to mention about was the one with the huge, slow moving balls. I liked the design overall, but I thought the visual effect (I think it was bloom?) on it was just put on too much, and I had trouble seeing the smaller bullets that were interspersed between them.
I eventually got stuck for long enough on a level that I stopped, but this is definitely one that I'm going to come back to because I want to play it all the way through. I loved the game! Thanks for helping me get it to work :)
Hey no idea how I missed this comment, but thank you for playing! I did the audio effect on death using FMOD. I'm basically controlling a 0-1 parameter that controlls how loud each audio layer is (base, melody, drums), and also the low pass filter on higher layers that opens up the higher the parameter is. I completely agree that bloom could've been turned down a bit on those big bullets, and also like 2 rooms are pretty unbalanced in terms of difficulty, that's why you got stuck probably, sorry :P
Thanks again, and sorry for a late reply :)
And so I left, with everything but my sanity. I like the Risk of Rain nod there lol.
Excellent game, I love the visual aesthetic and how the music fades when the bullets spawn. I also really like how you incorporated different room sizes, which makes the gameplay and the dodging a lot more varied. The visual feedback and sound design is also really good, I can really feel the oomph behind those attacks. Having two difficulty modes is also really nice.
I would make the giant bullets a different color and put them under the smaller bullets. Especially in the tiny corridor room, it's really easy to get blindsided by a small bullet because it was covered up by the giant ones.
Overall, excellent job. I managed to beat lunatic mode, it was really hard but I had fun.
Oh really nice, I have seen only one other person beat lunatic mode before, so very nice job :P
Thank you so much, I'm glad you enjoyed it. You are totally right that big bullets should be behind small ones, I just didn't notice that was an issue at all, thanks for pointing it out!
Damn I am blown away - from all the Games I played today this is my favourite so far and for me personally a Top contender in this jam.
The Sounddesign together with the Controlls and Visuals create something that put you in the flow immediatly and hook you to go further.
Whished I could finish that game on Stream - but it was allready so late today - definitly gonna play it all the through tomorrow.
All the best to you - hope you place high!
Only gripe: The Dash Powerup appeared like a world decoration and I didn't pick it up - highlighting it as something to be picked up might have helped me xD!
Wow I am into this immediately, this is so cool!
The post process, the music swelling with the action, the slight fisheye effect during action, the WIREFRAME GLOW. The geometry wars vibes. Dude I am so into this
Edit: OH THAT WAS JUST THE TUTORIAL, and you've got a dodge?
Edit: Wow, huge difficulty spike after the dash is unlocked. I got about.. 7 levels in until I couldn't make it any further. This is really fun. The difficulty may be down to me being bad at video games, but huge praise from me. I love it.
Heh I'm vary glad you're enjoying it! Sorry that you couldn't finish it all :P
I'm really annoyed honestly, because I can't really fault this. I guess I could say that the random bullet spawning patterns were annoying as all hell. Sure, the camera was too far forward and could've done with being a couple of units further back. Maybe the sound effects weren't juicy enough. I could argue that the difficulty was a little steep and the player's hitbox felt a little unforgiving (though that was probably BulletFury's fault...)
But really? None of those things matter. This is a damn good game, and I'd buy this.
Thank you so much! I'm very flattered to hear such things from a dev like you, I had lots of fun with your game too :)
Challenging with tons of variety, topped with great presentation. Only thing Iโd ask for though is an option to turn the bloom off; the horizontal hallway that used the huge green bullets were giving me trouble because of how bright they were.
You're probably right , a bloom slider in the settings would've been nice, thanks for the feedback :)
Great game. The visuals, music and sound effects are amazing.
Maybe the normal mode is a little too hard, but overall the difficulty curve isn't very steep, so it works.
It's just amazing, the atmosphere is so nice, the art is BEAUTIFUL, the music is good (but after a while it can become tiring to listen to the same melody over and over again. The sound design is clean as hell and the integration with fmod is very well done (I love the transition when you die / respawn).
All around very solid title, congratulation, I loved playing it, definitely one of my favorites from the Jam!
Thank you very much! I made this game solo, so I didn't have time to make more tracks, but if I had more time I would 100% do that. Glad you enjoyed it
The feeling of playing this game is too good, there are a lot of little details that makes almost impossible to believe that the game was made in less than one week, great work!
Thank you! I'm glad you enjoyed it
Just awesome, good visual effects and sounds. Really enjoyed the vibe, gl.
its very fun to play,the graphic are amazing,the control doesnt feel janky or weird,altough I kinda dissapointed that you didnt use the Aleph 0 Song Xd
10/10
Well if you give me rights to it, I would gladly use it :P
Thank you though!
Really nice game, love the visuals. One bug to note - After playing a bit in the normal mode and then switching back, all of the rooms were already cleared, even after the part that I stopped. That allowed me to beat the game without entering in a struggle.
Thank you! That bug seems pretty weird, I can't seem to replicate it >.<
Oh sorry, I think I have miscommunicated on how to replicate it. So, I've played normal mode for a while, got to mid part of the game, and then got back to main menu and played the masochist mode. When I got to the first rooms, they were already clear, and then got further than I was before and the subsequent rooms were clear as well. I got to the end and got the sanity message, but little does the game know I cheated my own sanity xD
Hey thank you! It was actually an issue when you quit during the death transition. If you quit the game while you were being transported to the last checkpoint, the game still thinks you were dead when you load a new scene. Reset your static bools guys :P
Very well made, love the visual effects, especially the film grain around the big green orbs.
Can't get past the level with the laser. I think the lack of visibility really hurts the ability to play, you can't tell what is coming from where.
Also, bullet spawners being invisible makes it hard to understand where stuff is going to come from.
plays and looks nice and the difficulty is spot on. 5 stars overall, well done
Really good game that i have played!