Holy art style! Love it so much! Especially the intro and the creativity with the designs. I've found bullet hells are really hard to get 'right' in a short amount of time so to get patterns, upgrades and bosses in such a short amount of time is crazy. If I were to add one thing to elevate the game, I'd add some sfx for damaging enemies and getting hit by things. Getting feedback for doing things really helps that 'gamefeel'. btw I love the sfx/clips you got in there they made me laugh. Well done guys! OUG OUG 馃悞
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Bike the Bullet's itch.io pageHow does your game fit the theme?
The main character, and many enemies are cycling, Connor works for the god of bicycles.
Did your team create the vast majority of the art during the 4 days?
Did your team create the vast majority of the music during the 4 days?
oug?
oug 馃
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Cool artstyle, besides that i think the mechanics are there, but it just doesn't feel right, it doesn't feel right when you get hit, or when you hit an enemy. It's a difficult game, I don't really know if it's because it's that kind of game or maybe it's just unbalanced, maybe the player's hitbox is too big for the amount of projectiles and enemies on the screen and the speed at wich they move and appear, or maybe it's just the player's visual illustration and the fact that bullets can be difficult to detect in relation to the ground. I think it looks good artistically and has good patterns and attacks, it's awesome for 3 days, but it definitely needs work to be really enjoyable for me atleast.
Nice opening cutscene, took a bit to get the hang of the bullet hell mechanics.
Didnt help that I turned the volume up thinking it was too low (no sound in cutscene) only to immediately pick up the SEEEGS beam (lol my ears, ouch) XD.
Nice work.
Loved the cutscene at the beginning!
I felt the game is very hard, which is never a problem, but it doesn't reward the player enough to make up for it.
The enemy attack patterns are really interesting though, maybe if i was more into this type of game i would've enjoyed it a lot better. I've had some problems with overlapping audio, and the music can be a little repetitive, the mastering of the two first tracks is a little messed up. I enjoyed the visual style but there could be more visual feedback to help the player, there's too much happening on the screen so things like the player's damage indicator can go unnoticed.
Thanks for the feedback! What was the issue with the first two tracks? I'm not really experienced with audio so idk what it means when the mastering is messed up, but I'll fix it if I can. We plan to make enemies die much faster (hopefully feels more rewarding), the overlapping audio is actually more of a collision issue with the power ups (which is totally fixable after voting ends), and a visual indicator for enemy damage/clearer indicator for player damage is absolutely in the cards.
Really love the intro sequence, it actually got me motivated a lot, even though I am sadly not good at bullet hell games 馃槀 I liked the different "weapons", but I do feel the standard banana was a bit weak, or I just did not use it correctly (like the boomerang idea though!) Also it felt a bit like the portraits in the bottom left corner were cut off a bit? because there was something but most of the time I could not make out what exactly. Great job for also making all the audio during the jam by the way! Overall still very enjoyable even though I died a lot 馃槀馃憤 (I btw hope that there was no ending sequence like the starting sequence which I missed because I could not complete the game 馃槩)
The banana is intentionally a little weak so picking up other weapons is more of an upgrade, but we plan to make enemies quite a bit squishier in general. Also, you are totally correct about the portraits. The ones in the bottom left were in fact supposed to be in the middle left, but I had a hard time positioning them correctly on the canvas for some reason. If you want to see the boss/end cutscene, you can watch the video we have in the game's page (Although you will miss the boss start cutscene). Thanks for playing our game!
Welp that didn't last long... I suck. The audio was nice, but wish there was more sound in the start sequence. Art wise the start sequence was epic, but I wasn't a big fan of the rest of the game art. The game seems to run fine, would have liked a fullscreen button in settings. I felt very thrown into it too. Not bad, but wasn't my calling lol. Not many bullet hells though so that is cool
I really love the art style of this game ! sadly I m not skilled enough to get very far.
This was a very fun game, however, i do think it could have been built up a little more and was slightly too unforgiving. Feels like you were just pushed into it and was a little overwhelming. However, I really liked what I played was able to get through. Also loved the sfx haha. Good job!
Sorry I couldn't make it to the boss, Was struggling a lot with playing it. I've never been good with bullet hells though so I is probably an issue with me not so much the game. I like the sound and effects I thought they were cute. Would have liked to feel like I was destroying things more, maybe a ramp up with the difficulty to get me into the game. Either way Good job, if feels like you got a concept for what you wanted to do and were able to submit a finished project!
Don't worry about it. The game is super tough, and the difficulty curve is more or less a single cliff face followed by Mount Everest. If we could, we would have definitely made a balance pass to make the weapons feel more impactful, rather than such a large focus on only dodging. In any case, thanks for playing our game!
I'm terrible at bullet hells but dang this looks good. Art style is awesome. Beginning story was great too.
I was a bit sad I wasn't able to damage the drones at the start. I think the damageable enemies can be communicated slightly better. I want to see more of the game but I wasn't skilled enough to progress. Sad oug.
Well this is one hell of a difficult game ! For some reason I felt compelled to try again, and again... and.. again... I spent about 2 and a half hour playing : the first 30min just to reach the boss, the rest desperately trying to beat it.
I've never been much of a bullet hell fan where there is so much going on that you have to purely focus on dodging to stay alive and whether the attacks land is mostly luck, unless you get the right power up at the right time.
The boss fight was such a high jump in difficulty curve, I tried over a hundred times but only a few attempts made it past the first few cycles. The attack patterns cover the screen so densely at first it felt absolutely impossible, though with some luck I found a safe spot for the close pattern and thought there might be one for the far one too.
I managed to find one eventually, though it took breaking the game by tabbing out for ~30s during the intro of the boss so it appeared way down to understand why it was so hard to find one : the last shot of the far pattern is aimed directly at the player, so depending on where you are at that time it can make or break the dodgeability.
Anyhow, I found a path that would let me get through both patterns unscathed when well executed, but little did I know this was this easy part.
By that time I had managed to beat the first phase a few times but promptly died to the various Omega Attack Pattern Of Unavoidable Doom the second phase has to offer.
I was starting to realize that the true difficulty of that first phase comes from managing to kill off the goons at exactly the right time that you can finish dodging the patterns before you have to dodge the bike being thrown back at you. For some reason there's extremely little time between the patterns, and once a pattern has started you have to get in position immediately and stop moving as even the tiniest movement almost guarantees getting hit. Adding to the goon dying at the wrong time issue, they don't stop their attack pattern when killed until all shots have been fired, making the already air-tight woven bullet knitting into a vacuum-tight one. On top of that the power ups being completely random throw in an extra layer of unpredictable-ness, which I found usually worked best by avoiding taking power ups altogether. And if that wasn't enough, the goons seem to randomly take damage in a completely untelegraphed way. I am not sure if it was a bug but a goon on the other side of the screen suddenly taking 3 quarter of its health instant and dying at a random point screwed me over many times.
Anyway, if I somehow made it past that phase, I still had to overcome the boss' patterns, which ask for even faster reactions, though there was a sliver of hope as one attack pattern seems to be bugged and doesn't deal any damage.
But getting that concentric fireball circles pattern multiple times in a row would be an RNGesus miracle. The straight line one is manageable if you don't get caught in a bad spot, but the lightning one ? At this point I'm convinced it's impossible to dodge.
Anyway I persisted, I had been going for about an hour and a half when I finally got to the boss again and seemed to have had the aforementioned miracle happen ! I definitely took my revenge on the boss :
I continued trying the fight for a good 30min after that as I was slightly disappointed in how it ended, but never got this lucky again, and I eventually gave up.
Well that was a wall of text ! A few things I wanted to mention :
- The voice clips are fun the first couple times but they get old very quick
- The player's hitbox is really unclear, even after all this time I was still confused as to why sometimes I phased through bullets just fine and sometimes I took damage from afar, the bikes especially seem to have very weird collision.
- You can collide with bullets that have gone out of the screen I'm pretty sure.
- The cutscenes were really cool, though maybe going a bit fast since they require finding text to read. I wonder what the cutscene after beating the boss looks like.
I suck at the game... or else it's too hard. Either way couldn't really get far into it. Seems fun though, the weapons all being related to Connor in some way with the real sound bites was fun.
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