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Bullet Skhell's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Style | #1356 | 3.710 | 3.710 |
Overall | #1421 | 3.516 | 3.516 |
Enjoyment | #1638 | 3.290 | 3.290 |
Creativity | #1648 | 3.548 | 3.548 |
Ranked from 31 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
You can change your scale to make evading bullets easier !
Development Time
96 hours
(Optional) Please credit all assets you've used
Supernova - Xtrullor
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Comments
ULTRA chaotic
Really fun gameplay too !
Nice bullet hell!
The idea is really good. We had the same concept but ended up going with a different scale on bullet hell. But I loved how you guys executed it.
Wow! You actually developed something similarto the initial idea i had for my game (after i changed). Very good difficult game. I will give it another shot after to see if i can progress more.
The concept is a pretty creative use of scale. There are some interesting strategic decisions about when to scale up and down. The game is quite hard. My best score was around 600 damage dealt, but I always get hit by the homing bullets when the waves of circles appear.
For a bullet hell, I think that the homing projectiles move much too quickly. I like dodging waves and patterns of bullets, but these fast bullets hit me before I see them, and they blend in since they are the same color as other bullets and they have no motion trail.
I thought that 'toggle weapon' meant to switch between different weapons, but it just turns my weapon off. Why would I want that? I also kept scrolling in the wrong direction, as I think of up as big and down as small.
Cool game just a bit to hard for me.
Love the concept and the sprite work. Too bad I'm terrible at bullet hell games.
I might just be bad at bullet hells but this was extremely hard. I really like the concept though. Loved the vibe as well with the music.
very well made, has a lot of juice and works really well with the music
while i get that this game is supposed to be hard i'm not sure if it's possible at all, and that's mostly on the hit box
even at the smallest size i got hit by stuff that didn't even seem close, doesn't help that real hitbox only shows up sometimes
mostly needs some tuning to make it just difficult not impossible
our game has a similar idea(bigger hit box more power etc) but didn't end up as polished sadly
Very cool bullet hell. I think personally that automatic shooting would be more useful, since the shooting is essentially fully automatic, so I don't think that holding one additional button is necessary. Cool game and style nonetheless!
Thanks ! Normally automatic shooting is on by default, and you can activate and deactivate it by pressing left click once, please tell me if it's not working properly for you.
Oh. I am just dumb. Thank you, this makes everything much easier.
That' s, uh, really hard!^^' The first pattern is already fast and tricky to avoid. After several tries I'm able to reach the laser part, but I don't last very long.
I really like the fact that the shots are synced with the music though! Almost didn't notice it (the game doesn't let a lot of time to breathe), but when larger patterns appear on percussion and strong chord it really creates a sense of flow. It's not a small feat to make that kind of system work, so congrats!
The scale mechanic could be interesting if the game wasn't so relentlessly difficult. I tried to use it a bit, but eventually realized that I should rather stay at the smallest size and avoid bullets as much as I can.
So yeah, there are cool ideas, but the high difficulty gets in the way. Even though it's expected in a bullet hell to have the screen filled with projectiles, I felt it went to fast to properly navigate through it, and starting from the beginning after only 4 mistakes was too punitive.
Thanks a lot for the feedback ! We'll definitely add a checkpoint system in the future, and thanks for pointing out exactly what makes it hard, it's a lot more fast paced than more traditional keyboard bullet hells. We do have the noclip mode, but it's not very visible or practical.
Oh, thanks for pointing that out. At least with this mode I was able to see the full show!^^
Good idea! it's a pity that my wheel broke some time ago v.v
That was brutal! :D But nice idea with the scaling + weapon!
The game itself would be fine if it weren't so hard
Yeah... We wanted this to be one of the final levels, but the deadline was approaching, it was the only playable boss and there were still key features missing :P
Really creative use of different weapon types! They all felt pretty balanced and different which made strategizing really interesting. Solid pixel art!
Thank you so much ! <3