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A jam submission

Bullet Bound - ReloadedView game page

Enhancement of the original Bullet Bound game
Submitted by Dekels — 2 days, 6 hours before the deadline
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Bullet Bound - Reloaded's itch.io page

Results

CriteriaRankScore*Raw Score
Sound/Audio#63.3333.333
Fun#63.6673.667
Overall#83.5003.500
Visuals(Graphics)#122.6672.667
User Interface (UI/UX)#132.8332.833

Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

DevLog Link
https://dekels.itch.io/bullet-bound/devlog/640049/bullet-bound-v2-in-development

Developer Feedback Questions
Only had 5 out of the 7 days to work on the game.
Didn't achieve 50% of what i initially planned :)

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Comments

Submitted

A very fun concept, though it has a few key mechanics that feel inconsistent.

- the bullet seems to bounce at odd angles; sometimes reflecting off surfaces, but other times turning unexpectedly.

- it feels like I should be able to pick up the bullet while it's still moving. Initially I thought this simply required me to approach the bullet from the side/back, but that only seemed to work about 50% of the time. In terms of fun factor the bullet having such a long cooldown and the enemies being so durable really slows down the game to a slog.

There's definitely a fun game underneath this core hook, but the mechanics currently feel like they are fighting the fun rather than embracing it.

Developer

Hi, Thanks for your feedback!

- i'm working on changing the angles , currently i'm just using collision but i'm testing doing it via code.

- you can pick up the bullet at any time you want u just need to touch it, are you saying it sometimes didnt work?   if you pick it up when its still "hot" you will loose health, when its slowed down you can pick it up during the timer (big round circle on top of it) and you'll take no damage.  

- I already made some pretty big changes to the bullet:

  • Its possible to charge it for more power, the more powerful it is the more damage it does, so you're able to kill even 3 enemies in a raw with one shot
  • Made the CD to pick it up with no damage longer, and much clearer to see now (its glowing green)

Hopefully that enhances some of the bullet experience, it is the main core of the game so it should be spot on.


Thanks for your good feedback, i really appreciate it.

Submitted

If I was going to make a suggestion, I would say to remove the damage from picking up the bullet entirely, but make the bullet impart (some of) its momentum onto the player when they pick it up and only apply damage if that momentum forces them into a wall/enemy.

I never encountered a situation where a bullet, fully charged or not, dealt more than one damage, which given how many hits the enemies take and how much longer it takes to safely recover a charged bullet over an uncharged one; made it much easier to use uncharged bullets over charged bullets.

The core issue I had with recovering the bullet was that:

- it seemed to take way too long for the bullet to lose its "hot" status.

- picking it up early didn't communicate that I was losing health, so I thought there was a "trick" to picking up earlier, such as approaching it from behind or from the side. This resulted in the bullet sometimes getting picked up without incident and sometimes it would just mysteriously kill me (though I imagine all these scenarios I was just losing health without realizing the health loss scaled with the bullet's "heat").

Developer

got it, good idea to add knockback :)

i'm not done with damaged effects at all thats why its not really communicated as well as it should, its a 7 day game + 7 days improvement for this Jam which mostly went into new UI hehe

Developer

Hey,


Wanted to thank you again for the comment with the odd angles, after you wrote that i started digging and i found out that i simply forgot to change some of the colliders after i revamped the UI.

For example - the round enemies still had a box shaped collider lol , which of course can affect the angle

Submitted(+1)

Very cool hook idea!

  • Overall: The game was really neat.
  • Fun: It was a lot of fun to think about were the bullet will go and also going to collect it again. Very good hook idea!
  • Visuals (Graphics): Nice and clean! Perhaps don't let the particles shrink into nothing, because a few times I died to invisible particles hehe.
  • User Interface: Great start! Can improve more once the game is further along~ Maybe a cool over-world for the level select.
  • Audio: Great start as well!

Keep it up! I think the collecting your bullet after shooting is a great hook you should keep exploring :D Please check out my game when you have time.

Developer

Thanks for the awesome feedback, i love how your name is "NeatGames" and the first comment was "really neat"! :)


I've already implemented a few groundbreaking changes:

  1. You can now charge your bullet for Extra damage (other than just speed)
  2. If a bullet hit an enemy and it kills it, the bullet will just blast through it like a sniper rifle


Thank you for:

  • The particles shrinke and its hard to see, this is a great feedback and its not something you see unless some1 else playtests your game :)
  • User interface - yeah, i'm aware, didn't have time :)

Will definitely check your game!

Submitted

I really love the concept of mixing a puzzle game with bullet hell. The only complaint is that I find it hard to identify when it is okay to pick up the bullet and when it will hurt me. If you are aiming more for a puzzle game, I think it would be cool to have the time slow down when the player is aiming. Otherwise, great job!

Developer

Hi!

thanks for the feedback :)

its actually not a bullet hell, you only have 1 bullet and there's no swarm of enemies coming at you, at least that wasn't the plan hehe.


Its ok to pick it up when there's a round circle above it, its a timer.   maybe i should make it glow and much bigger, and green.

This is a fun concept, I like the challenge of one bullet that you need to continuously pick up.  The art is simple but it's consistent so it all looks like it belongs together, although I would love to see some flashy art updates for this game maybe down the road.  The game plan looks solid in the devlog though, it sounds like you have a pretty good handle on what you want to do from here... enjoyable gameplay!

Developer

Thank you for playing my game and writing a nice feedback :)


I'm glad you enjoyed it, i have tons of ideas for the future but the things that bugs me the most and i also hate the most (coz i suck at it) is well - art.

Submitted(+1)

This game is extremely fun. The shots give a great kick are very well coded. The shot is definitely the highlight of this game so far. I would suggest allowing the player to pick the bullet back up for a second shot, or have a cooldown perhaps? I didn't get too far into the game, so maybe that's in later levels, but figured I'd mention it. Visuals are pretty minimal, but, considering the amount of time you had to implement them, they work well with the game style and gameplay. I may come back to this game later and check it out again should you give any more big updates.

Developer

Hey,

thanks for trying the game and giving good honest feedback, i appreciate it and will defiantly try your game too later on today :)

You can pick up the bullet, after the bullet slows down and its not "too hot", you'll see a red circle timer above the bullet which is the time you are allowed to pick it up without taking any damage.

if you pick it up while its still flying hot you'll take damage, but can pick it up nevertheless.


I only had time to implement a "How-To-Play" image, i didnt have time to invest in a proper tutorial like i do in most of my games but that's on the todo list :)

Submitted

Ah I see. Since there were a limited number of bullets and the bullet looked like it was doing some kind of fading animation, I assumed that meant I just had one shot to clear a rout, that makes more sense since some of the enemies were extremely hard to get through with only one. Noted.