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A jam submission

Into the Void: Ship Ton of BulletsView game page

The Aliens came from the VOID...
Submitted by Anonymyst — 1 hour, 5 minutes before the deadline
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Into the Void: Ship Ton of Bullets's itch.io page

Results

CriteriaRankScore*Raw Score
Accessibility#593.0463.182
Audio#733.2203.364
Fun#733.0463.182
Overall#1032.8723.000
Theme#1142.9593.091
Controls#1142.6112.727
Graphics#1202.8723.000
Originality#1582.3502.455

Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Godot Version
4.2.2

Wildcards Used
All

Game Description
Enter into the VOID to fight off the evil aliens

How does your game tie into the theme?
You enter the VOID

Source(s)
N/A

Discord Username(s)
Anonymyst LLC

Participation Level (GWJ Only)
14ish

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Comments

Submitted

It isn't a proper Godot Wild Jam without an Anonymyst submission, because it's usually the most unique entry with experimental features and ideas applied to true-and-tested mechanics, and makes for a memorable experience. I still remember how Chapter 2: Smoke and Iron took pieces of my soul.

In Into the Void, one of the experiments lie in the unique click + hold method of player movement, and automatic bullet shooting. I like the latter, not too sure about the former, but would agree that traditional mechanics of mouse movement to move + click to shoot would've been too "regular." 

The bullet hell occurs when multiple enemies or boss characters appear on the screen, and avoiding their red circles is challenging, requiring the player to stay focused on their own sprite at all times. This difficulty is offset by features like a protective shield that gives you invincibility frames for a few seconds, which concurrently allows you to move anywhere on the screen during that time and get to a better position. There definitely is some strategic thinking required to survive the space-hell.

I did try to reach for the thunder icon a few times to kill all red circles (died a couple of times in the process), but wasn't sure if I was ever able to activate it. It could use a hover graphic, or it's perhaps better assigned to an input (right-click?).

Would've liked to have seen a progression system of sorts that made it more apparent how much closer a player is getting to the end, or even a copyrighted Anonymyst story as those also are unique ideas into a foreign universe that I crave for.

Excellent music, 2D sprites, and top-notch particle work make this game a whole different world. I love the fact that the difficulty is acknowledged by the developer, who balances it with unlimited tries without too much loss of progress. Fun and challenging. My only disappointment is that this isn't titled Chapter 11: Ship Ton of Bullets.


Developer (1 edit) (+1)

Thanks for the very detailed feedback and glad you enjoyed it and played it through to the end, a lot to respond here.

Regarding the movement/firing mechanic - these were primarily chosen because this game is designed to be a mobile game, this also explains why lightning button can be pressed with an alternative finger.

I do like the idea of a progression bar, will be  a little tricky because the enemies wait until the last sub wave was destroyed.

Regarding the lack of story and not being a "Chapter", well the easter egg references this - again I switched my efforts to working on mobile games, hope is to release an actual game this year.

Thanks again for playing

Submitted

I love that you use the jam to build on some area of your skillset, I'm very much the same. This time I was focussing on components and composition for behaviours. You've tackled shaders and made great use of them for this entry. The game itself is missing very little, the enemies move in nice motions and the overwhelming hail of bullets keeps you focused and engaged. The sprites are nicely drawn and fit well with the general aesthetic, although varying the bullets colours could have added more visual interest. Particle effects on explosions are nice, but I think enemies need a sound effect on death to help reward the player. The music is a good tempo and helps the game along.

The only real complaint I had was having to hold down the mouse button continuously, that got tiring after a while I would have like the ship to move with the mouse all the time.

Developer (1 edit) (+1)

Thank you for the detailed response and really appreciate the feedback.

Agree with the missing sound effect for killing the enemies... not sure how I missed that actually.

Regarding the movement, this is intended to be brought over to the mobile where mouse does not exist so did not think about it, but agree that having a keyboard button to switch follow on/off and another to activate the flash would be good additions for web.

Edit: Glad to see others are using these jams to improve their skills as well, makes me feel better when I focus on learning opposed to polish.

Submitted

and that makes sense. Not easy to make working controls for mobile and desktop 

Submitted (1 edit)

Okay I wanted to check this one before I'm done for this jam. The thumbnail got me interested, probably because of the colors.

Works as intended, plays well. I suck at it :D but this should be on mobile actually. Congrats!


p.s.: I was slow, just realized the pun now in the title. Good job :D

Developer

Thanks for playing and glad the colors pulled you in, hope you enjoyed it despite the difficulty and yes it is designed for mobile, hopefully coming this year...

Happy to see someone commenting on the title ;)

Submitted

Wow, I was surprisingly addicted to this thing. I gotta get back to work before I get in trouble!!
Nice job.

Developer

Glad you liked it, at least I hope you did ;)

Submitted

Did you do an Asylum Demon / Genichiro (night impossible boss) at the beginning? Very cool if so!

I'm not a huge bullet hell person, but it was fun. I felt the player could have been a touch more nimble.

Developer(+1)

Yes, when I read the Memory Lane wildcard I really wanted to do this, just glad I was able to make all the waves.

Glad you enjoyed it, despite not liking the genre. Yeah I struggled with the controls and movement speed, but did not want to make you faster than your shots, never liked the archer in Gauntlet for that reason.

Submitted (1 edit)

Solid entry.  I just wish there was a bit more enemy variety and maybe more differnt upgrades or enemy drops but on the other side I understand that time in a jam is very limited

Developer

Thanks for playing and glad you liked it. Yes if there was more time I would have added more elements. Setting up the engine with the shaders and detection from them took a significant amount of time but learned a lot and look forward to using them in future games, parallel GPU processing is amazing.