Really nice shooter of this theme.
I really liked the pixel art visuals as well as the sound effects, the music was a bit too edgy and sharp for my taste.
Extermely nice game tbh.
Well worth to continue the development <3
Play game
Mecha-D6's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #88 | 4.088 | 4.088 |
Overall | #235 | 3.931 | 3.931 |
Presentation | #361 | 4.118 | 4.118 |
Creativity | #851 | 3.588 | 3.588 |
Ranked from 34 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 play as a die that can roll to dodge switch their weapon
Did your team create the vast majority of the art during the 48 hours?
We created the vast majority of the art during the game jam
Did your team create the vast majority of the music during the 48 hours?
We created the vast majority of the music during the game jam
Comments
One of the best unveilings of this roll to swap the weapon I played this jam. The art is really cool and game feel is amazing, very well polished. Congrats on this solo submission especially because it was made using pygame.
I understand why there is ammo instead of just rolling to the next weapon but I don't get why not reload each weapon after rolling. There already is quite a long cooldown on rolling in such a caotic bullet hell and i was annoyed when I rolled to dodge and next time i rolled into that weapon it was already low on ammo.
I often found myself left clicking while I was out of ammo, maybe make the player roll on left click if he's out of ammo.
Also a cool thing to do would be to actually manipulate the dice rolls. So that you dont get the same weapon until all 6 (or atleast 4) weaopons have been drawn already.
And finally, a bit of pitch shifting on each shot would help especially on fast shooting guns.
Overall fun game but a bit annoying solution for guns rolling.
P.S: I find it fun how each jam people manage to sqeeze in a random weapon game.
Very good visual style for 48 hours! I think the concept is good but it feels a little "off" to me personally as in the limited ammo is nice to force the player to switch weapons, but it's annoying as a player to constantly get a new weapon (often really quickly too). I feel like maybe a predictive dice roll would be better 1 -> 2 -> 3 -> 4 etc which would mean the player could predict what weapon they have next.
The art the visual clarity is really good. The red outline on the enemies make them incredibly visual at all times.
I love the Sidebar of all of the weapons and how it shows what all of their ammo counts are. That's really cool.
This is very well made. One thing I will say, having made a similar game myself, is I don't think you need the restrictive ammo count. The way I see it, it's the weapons forcing you to roll, not the rolling forcing you to switch weapon. The weapons are also mostly on par with eachother, so I don't feel like the dice rolling is majorly affecting how I play outside of needing to stop attacking for a second. Some more enemy variety would've also been nice.
I'm glad you liked it!
Also I've heard a lot of people say that they had a favorite weapon, and I wanted to prevent people repeatedly rolling to get to it, and having low ammo helps remove the incentive to do that. I will say I definitely made it a bit extreme, but the alternative of focusing more on the dodge doesn't really work either when you aren't consistently in danger that you'd need to roll out of with the way the enemies work, especially in the earlier waves. I originally wanted to add turrets mounted to the edges of the play area that would let out a wall of bullets that you would 100% have to dodge to fix this, but I had to scrap it for time.
If I could do this again from the start without time constraints I would absolutely do it that way though.
It seems like we had quite similar ideas! Great entry, especially considering it was made in PyGame by one person.
The game looked and felt very clean, and the effects and particles were great. The grenade launcher in particular felt really satisfying to use since it took out enemies in one hit and had that jolt of camera shake when the projectile landed. I think the small arena size was a good design decision to force the player to dodge often.
I do think most of your player projectiles could stand to travel faster. I find it’s usually less fun to make the player “aim ahead” of enemies much except for the occasional slow-but-deadly weapon like a grenade or rocket launcher. I can’t recommend enough watching the Vlambeer “The Art of Screenshake” talk if you haven’t already.
It’s a nice detail that the weapons are color coded, although I kept forgetting the numbers and colors and died while trying to peek at the sidebar. After some more time I probably would have gotten the hang of it.
I will say I’m not usually a fan of Bosca Ceoil music, but in this case your music was very well done and it worked great with the rest of your game. The visual and game design felt very much like an old arcade cabinet and the low-bit sound and music fit that aesthetic neatly. I especially liked how you added more layers on top of the music after the player beats the tutorial.
Congrats on making this in 48 hours, and keep on giving PyGame a good name!
Wow, what a blast. Presentation was spot on and gameplay was very frantic fun. Balance of the weapons in terms of damage, speed, and ammo capacity felt just right. I especially loved that the sniper rifle could be targeted so precisely. Great job!
So JUICY bro. Tried it myself after watching it on stream. Great work overall, and nice collision system made with pygame :)
Loved it!
I found your game a great use of the randomness—and dice, of course—in a way that it is just fun and not at all punitive.
And also congrats for all the juice and polish!
i love bullet hells and this is no exception, well done on the graphics and mechanics!
Really great fun! The movement and shooting feel really polished and the enemy behaviour keeps you on your toes throughout the game.
…So this is the second time I’ve seen someone with the same idea and with better polish and design. I really like this one tho because of the more variety of enemies.
Same here and knowing how great this looks, it was awesome. A few pointers tho, don’t ever set a shift key as a roll. It’s at a really bad spot and it would be more accessable at the mouse, it would also help if you either dash away or towards the mouse… But that’s just how I would do it, you do you! Good luck mate!
Polished, feels nice to shoot enemies, love the mechanic, image is nice to look at, music is very good too, can't even find anything wrong with this! Loved the game, great job!
This game is very fluid and polished, fun and engaging! I got to wave 7 before dying but this is a very solid awesome game! Great submission
Very good art and music! I like this game's weapon changing method too!
"Slay" - Twitch Chat
"vibin'" - Moog
Good pixel art aesthetic, music was repetitive but didn't distract from the gameplay loop. Fits the theme very well.
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