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Bullet Prime's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Design | #215 | 4.000 | 4.000 |
Overall | #433 | 3.882 | 3.882 |
Originality | #619 | 3.765 | 3.765 |
Adherence to the Theme | #748 | 3.882 | 3.882 |
Ranked from 17 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Space shooter but the only input is the mouse. You move the ship with the mouse and you destroy the enemies with it. Very cleverly made and well executed. Really fun game!
This is really good design, I really had a fun time balancing offense and dodging their attacks, well done! And the sounds are juicy
I didn't realize that I had to pass my mouse over the enemies to kill them to start with haha. I just sat there dodging things, and then I noticed my score wasn't going up, so I started spamming buttons .. and then finally figured out the mouse thing. Maybe I should fully read the description in the future ey? Nice game! I liked how the enemies were colour coded and built on each other. I saw you had a list of things you didn't include but, don't worry - it's a 48 hour jam, that's how these things go! Good job :)!
Great presentation and sound, it could use with more strategy perhaps? definitely feels like zigzagging as mentioned below - what if different enemies had different sides to receive dmg? Perhaps red enemies require hits from their sides so you have to move the bullet into them horizontally, or vertically for other enemy types? This in turn would move you differently adding to the challenge of negating dmg while you inflict it. Either way very well made in such a short time, great work!
I really like how it's not enough enough to just hold the bullet over an enemy ship to destroy it, but you have to frantically move the cursor over it again and again. However that also makes the game more about zigzagging with your mouse over your screen as fast as you can and less about the ship that is following the cursor as well. Which is a bit of a downer. I tried to focus entirely on the ship's movement, but than you not only get much less points (as you'll probably destroy less ships as well) but you will also be overwhelmed by a huge amount of bullets fired into your direction, which are near impossible to dodge! I think an ability that boosts your ship forward (like 1/3 of the screen height or so) could really help in escaping such situations though. Put it on a cooldown and it won't be overused.
My game: https://njamster.itch.io/wonkey (playable in browser, not mobile friendly)
Good concept, and it's fun to play, but almost feels like you're controlling a boxing glove rather than a bullet. I like how the enemy shape and color are combined to create unique enemies. Once I learned which shapes/colors do what, I knew how to react better. Great UI/graphics too!
Thank you! Modularity was key creating the enemy ships and squads.
And yeah, once you learn their movements and shooting "patterns"/directions, you know what to focus on at each moment, giving you a bigger chance of survival.
I like the boxing glove analogy :D It definitely feels like it! Wanted to add a little lag to the bullet as well so it drags behind your cursor, to make it feel more like you are controlling a gravitational field that pulls the bullet through enemies, but gameplay-wise it didn't feel right. Might try to tinker with it later.
This game is great! It is really fun and engaging to play and attempt to beat (I currently have a high score of 300) and I love the concept!
love the arcade cabinet style