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A jam submission

RoChamBULLETView game page

turn based, intransitive, bullet hell-- choose, attack, reflect, and dodge wisely!
Submitted by thedotmatrix — 10 hours, 51 minutes before the deadline
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RoChamBULLET's itch.io page

Results

CriteriaRankScore*Raw Score
Creativity - how original is the idea?#44.2114.211
Overall#83.5263.526
Presentation - how does it look/feel?#133.2633.263
Entertainment - how enjoyable is it?#143.1053.105

Ranked from 19 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

Love that shader! May have to borrow it for a future game

Developer

admittedly, I just modified a godot native shader afaik, to work with love2d
credit/license to the original author included in src, namely here

I will say, it's a bit off on Linux / my released AppImage.
I forget love does weird floating point math on different platforms-- just a word of warning before you use it.

Submitted

This is ridiculous, in a great way. Apparently, thinking fast is not my strong suit :) Could you explain what the enemy symbols represent? Also, is it possible to win or lose the overall game?

Developer

Thanks! Yeah I wish I had more time at the end to work on pacing and really wish I made a proper tutorial level. Oh well, glad I still finished considering I lost my duo early on after the concept was finalized.

The player and enemies both represent your usual Rock (magenta / pentagon / closed fist) Paper (green / airplane / open palm) Scissors (cyan / snips / peace hand sign). When the player and/or an enemy collides with an enemy, three of the following will happen:
1. Type A is stronger than type B (ie Paper covers Rock) -- entity B is destroyed
2. A and B are the same type -- enemies bounce off each other, player deflects the enemy they bounce into
3. A is weaker than B -- entity A is destroyed, or if it's the player, you take damage (marked as a loss / blinking and unable to attack until you get back to a clear space on the board)

Running out of time, and lacking the amount of gameplay polish I wanted... I decided against assigning the player a certain amount of health and adding an explicit win/lose condition. You get to play out the round regardless of how well you do, and are simply told how many enemies you directly/indirectly (by bouncing around enemies into each other) you destroyed + how many times you got hit... at the end.

I feel the pacing is a bit abrupt and fast... and I wish the pivot to turn-based combat happened sooner / I had the other developer working with me... so we would have had the time to refine the gameplay loop more, such that it wouldn't be frustrating to win or lose explicitly. A learning experience for my jams past the first one here. :)

Submitted

Really like the original song! Do you have other music elsewhere?

Developer

thank you, that means a lot! I've been on a social media hiatus for a while, and only started learning piano/music production since covid... so I haven't really established any art/music pages as of yet.

For now, I uploaded the first music release (the unedited version of the track in this game) here

I'll probably make a bandcamp / other social media soon when I know exactly what I want to upload / what the "brand" of such account is.
Kinda hard when you make a little bit of everything, if that makes sense.

Submitted

Very fun game! It took a bit to figure out what the enemy symbols represented, as well as the relationship between colors. Very nice overall!

Developer

Thank you for your kind words!
I was happy to finish the idea given that it started as a duo project that quickly became solo-- my first jam ever. Definitely wish I spent the last day working on a tutorial rather than the guide animations on the main menu.