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A jam submission

Pew Pew Pew: Danger Zone!View game page

Lose health, gain bullets! Shoot or get shot! Collect powerups! Beat the boss and the highscore!​
Submitted by Gina Häußge — 1 day, 3 hours before the deadline
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Pew Pew Pew: Danger Zone!'s itch.io page

Results

CriteriaRankScore*Raw Score
Gameplay#93.8573.857
Design#173.7143.714
Overall#213.5433.543
Theme#233.4643.464
Technical#253.5363.536
Artistic#703.1433.143

Ranked from 28 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted(+1)

This is very fun. The game is easy to understand and not too difficult.  Cool boss fight too. 

Submitted(+1)

That's a good game! Reminded me playing sonic wings with my father, nice bullet hell. The system of having less health to have more power is very well used here, very nice design!

Developer

Thank you very much 😊

Submitted(+1)

Wow, that was pretty intense! I liked the gameplay, it feels nice and smooth. I found it kinda difficult to avoid enemy bullets but, at the same time, that was helpful to clear faster the area. Really cool game. And the music goes perfect with it.

Submitted(+1)

I liked it a lot! Got a high score of 1369 - I wish there was a public leader board, but probably not possible in a jam game lol. I liked the visuals,  though I thought the grey blocks were a wall I couldn't fly over at first. 

Some constructive criticism for you - there are a few design problems. Or at least, a few ways game design could be improved. Biggest one is that I found myself mostly not really trying to dodge bullets - which is sort of central to the genre. I think the bullets were a little too small - so it made it difficult to predict where exactly they would land - which made dodging difficult.

While I like the idea of dealing more damage when you are on lower health - I feel like it didn't really affect me as a player. It seems like there would be this interesting choice of how much damage do I want to take and am I willing to shoot fewer bullets - but In practice it always felt better to just always heal right away and constantly shoot. Because health drops aren't always available (or feel like they might not be, as they are drops) I found myself always picking them up without thinking. I think you could force the player to engage with the games concept if there was another mechanic that incentivised it. Maybe you manually heal with a button press, giving you more control over when you heal and when you start shooting less. Or maybe you will heal only after not shooting for a few seconds - idk but I feel like it could have been explored more. 

Anyway, great entry - you should be proud especially as (as you said in another comment) you are new to Godot. Great work!!

Developer

Thank you for the feedback and the praise 😊

I intend to turn this into something more and any feedback helps for that! I like the idea of collecting health pickups but not immediately using them. Something that I had a lot of fun with during testing was using the gravity pull of my ship and its movements to gather points and other pickups but get the health pickups thrown away. But apparently that kind of gameplay didn’t emerge for most, so that could also need some look at.

In any case, thank you again, and I’m indeed quite happy with my contribution to this jam 😊

Submitted(+1)

I did not expect to find a bullet-hell in this jam, but I was pleasantly surprised! 😄

I feel like the less health = more damage aspect works remarkably well with the theme of the jam! It lets you come back from the edge, but still retains the excitement of failure when you are really powerful!

For this one, I feel like going on with high health was maybe a little too weak, to the point where I intentionally crashed into as many bullets as I could to get my shield to drop and take damage. I guess this is an interesting emergent gameplay possibility in its own right!

Overall, I enjoyed this game quite a lot! Gut gemacht! 😄

Developer(+1)

Intentionally crashing into enemies or using the gravity pull to throw health pickups out of the screen was indeed emergent gameplay that was more or less intentional 😁

Danke sehr!

Submitted(+1)

I finished the game, final score: 12941!

I like the game, though I have to admit that the screenshake was a bit much, very hard to see the bullets when the screen is shaking.

Submitted(+1)

oh bro you destroyed my score. Also, I agree that it was hard to track the bullets during screen shake - but that might have been bc the bullets were so small to begin with. Or possibly a combination of bullet size / screen shake.

Submitted

Yeah, probably a combination of both, still a good game tho!

Submitted(+1)

It felt moderately fun, but it felt held back by the theme. The damage bullets could also be more obvious for a bullet hell game.

Developer

I agree on their being some visual issues still with the bullets, it’s something I plan to fix.

Could you elaborate on how it felt held back by the theme?

Submitted(+1)

Wow! Definitely chaotic haha. I enjoyed seeing how explosively damaging I could be as my health went down though! However, I did struggle to exactly comprehend what each bar on the sides of the screen meant as the game began. The change in enemies was fun and you did well to create a real sense of increasing difficulty as the game progressed. Solid and well made game! Great job :)

Submitted(+1)

A very cool, interesting game! I personally have never been a fan of bullet hell games, but, the fact you were able to make this in such a short time is amazing! Very cool!

Submitted(+1)

Great stuff! I came up with a very similar approach - less health is more power. Great polished entry, dynamics are super good, it looks nice, good job!

Submitted(+1)

This is a really fun little bullet hell shooter, the gameplay feels good and responsive, and the art style is minimal but cohesive. 

Submitted(+1)

This game has juice!  I really enjoyed this game and had a big smile on my face when I completed it.  The less is more mechanic is fantastic.  I wonder if...  At the start of a boss fight it gives you full health and full upgrades.  If you beat the boss you can either carry on or go for double points with less health and fewer upgrades...  Then if you beat the boss again you can either carry on or go for double points again with even less health and fewer upgrades... and so on.  I think the intensity would be off the scale!  

Anyway, great game.  Love the juice, love the graphics.  Great entry

Submitted(+1)

Thank you for your game! I haven’t played games of this genre for quite a long time and enjoyed the memories it borough back. Also, I liked that the first bullet comes straight on you, and you have to take it to become stronger :). Balancing your health and strength is a great idea. The bullets were hard to track visually, but I assume this is part of the challenge. Although, some variety in their size/effect will help to make the game more interesting. Shields made my day. I didn’t use the bomb, though. It could be my style of playing.

Currently, staying at full health doesn’t feel particularly useful. On the other hand, receiving two/three dmg is very helpful. So an idea came to me that you can balance this somehow. I.e., give players a bonus for having full health that could be useful in particular situations or against some bosses. For example, spacecraft with more health could be more maneuverable.

Developer

I’m thinking about developing this further, so that’s definitely helpful feedback, thank you! 😊

Submitted(+1)

That was a good experience, very fun and exciting to play I felt the adrenaline pump man, good music and VFX with some nice effects! I felt that the bullets were a bit hard to distinguish between all the other stuff flying trough the screen but that didn't matter too much. I had a great time playing it, good job!

Submitted(+1)

Sweet game, though a little hard to read at times. I think having player and enemy projectiles be opposite colours could have helped? Loved the screenshake and overall juiciness, and I thought the main menu and tutorials were very well-presented (odd compliment I know, but my beginner menus are butt-ugly and I'm jealous lol).

Developer

Honestly, not an odd compliment at all, I spent a lot of time on getting the menu right as well, so I’m glad it paid off :) Thank you!

Submitted(+1)

14471! Very very smooth, very nice theme connection, and I love that also balances the game. Also very much agree that not needing to look at your health bar in this kind of game is a huge benefit. Excellent!

Developer

Thank you very much 😊

Submitted (1 edit) (+1)

I love this, it has juice, and it’s really fun to play. It felt well balanced. I want more.

My highlights are especially the “gravity” mechanic and the visual clarity, even tho the enemy bullets were really a bit hard to see. I also really appreciate the fact that I do not have to check my current health at all because I could easily tell by just how I shoot. That is a nice outcome of the mechanic!

I did not effectively understand why is the game divided between levels, it feels a bit pointless as nothing is actually reset on a level start (nor healths nor powerups). It in fact could felt a bit unfair sometimes, because I could not collect the rain of points from the last enemy!

I was excited to play this game, and I was not let down.

Developer (1 edit) (+1)

Thank you for this detailed feedback!

The levels were done to allow for a short breather in between and a bit of a “ah, yes, made it further” feeling. The pickups while not visibly collected are automatically collected for you, but yes, that could have been better implemented - I tried my best to allow for a short time between reaching the end and moving to the next stage, but that introduced weird bugs and a bad gamefeel that I had no longer enough time to fix.

Since you said you want more, I might have some good news for you. I found myself playing this myself again and again even after the deadline and really enjoy it myself, so I’m actually thinking about developing this further now and turning it into something more :)

Submitted

You are welcome! And these are good news! :D

Thanks a lot for the answer about the levels. I can see that. Some cool animation at the end of the level would feel great I hope you could manage in the future update.

Also about the less visible enemy shots, I wonder… have you tried to give them a trail? I think that could make it a bit clearer.

I hope you are not annoyed by my questions… I just love game design!

Developer(+1)

Yeah, a cool animation like that was the plan, could have been as simple maybe as just increasing the gravity radius and waiting until everything on the screen is pulled in or something. Or just allowing to continue to collecting on the screen and then unlocking to leave the screen through the top or something like that. Ideas I had many, alas I lacked time 😅

And also experience, which is why I didn’t try my hand at a trail on the bullets, though the thought in fact DID cross my mind. I’ve only properly started my gamedev (and Godot) journey a bit over a month ago now, I’m still wrapping my head around possibilities. Have not yet touched shaders at all, or the shadows would have been done differently too ^^

Been watching a TON of game design stuff over the years though (also recently blogged some recommendations) and now also have a growing book collection ^^

So I don’t mind those questions at all, on the contrary :)

Submitted

Hey! I am on step ahead of you I actually read you block about gamedev recommendation few days back :D (althought I know most of them)

I watched a bunch of Design Doc, thanks to you. I wasn’t really impressed with the first video I saw, but I am glad I give it another chance. Also was a bit surprised that Extra Credits weren’t there. Their videos are also great. Also love Mark Brown, he’s such a charm (and the videos are great too!)

On the different note, I would not advice to use shaders for the trails, I think the Line2D node would be a more efficient approach.

And I feel ya, the time limit was a blessing and a curse. I had to cut a lot!

Developer(+1)

Hah, awesome! Extra Credits has actually been something I wanted to take another look at from the point of view, I used to watch Extra History a lot (and totally love the format), just not that much Extra Credits so far. I guess that is something I need to change ^^

And yeah, sorry, I didn’t mean shaders for trails but rather for anything else, them just being an example of something still on the “wrap my head around” list ^^ Line2D is a good point here, will have to try that. I actually just discovered separator controls today and facepalmed hard. I could have saved myself some MarginContainer madness 🙈

Submitted(+1)

Pretty nice shmup! The enemy bullets are a bit hard to differentiate but I did get used to them. Balancing health and power is always fun, good job! :)

Submitted(+1)

Got 14335 points :D

I liked balancing health and power, and the juice was nice :)

Submitted(+1)

Nice game, but I getted bored because the first level is easy and long, I think doing a level easy need to be more short, but its just my opinion, good luck.