Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

Bloom??? Instant 5* visual rating ;) 

I think the concept is great - it's a short, well executed bullet hell. I think there are a few things that could be improved, but overall it's a really solid game!

  • the sound effects are WAY too loud compared to the music, the music was excellent and the sfx kinda ruined it ๐Ÿ˜ญ
  • make all the enemy bullets at least twice the size
  • when the enemies get hit, flash them white - don't make them transparent ๐Ÿ˜‚ I want to SEE the hit.
  • the feedback on player hit is a little lacklustre too. I think it looks great, but I don't think it's very effective. A little camera shake, maybe some hitstop, that sort of thing. 
  • really felt like I could keep going forever. Maybe  increase spawn rate over time?
  • sometimes enemies spawned on top of me and hit me immediately. Not a fun time ๐Ÿ˜… pure rng isn't great for this sort of thing! You want to be a little more tactical about it. If it were me, I'd spawn enemies in a circle around the player with a random angle and a radius that is random between two values, and wrap them to the other side of the screen. That way you'll never get enemies spawning on the player, and it'll feel completely random without being unfair!

That being said, though, great implementation of the theme. Loved the random events - though maybe some negative ones? As jelly said below, invert controls would be excellent. Or spawn a ton of enemies, or only deal half damage, reduce fire rate, reduce movement speed, that sort of thing :) 

(+1)

Thanks for playing! Just to comment on some of the stuff you said:

the sound effects are WAY too loud compared to the music, the music was excellent and the sfx kinda ruined it ๐Ÿ˜ญ 

Gotten tons of feedback on the volume of the SFX, i guess it is a bit too loud lol

make all the enemy bullets at least twice the size

Probably a good call, but since I suck at bullet hells, I decided to make them small so I could beat it to make sure it wasnt too hard xDD

when the enemies get hit, flash them white - don't make them transparent ๐Ÿ˜‚ I want to SEE the hit.

The enemies becoming transparent is actually a bug lol, they're supposed to flash red.

the feedback on player hit is a little lacklustre too. I think it looks great, but I don't think it's very effective. A little camera shake, maybe some hitstop, that sort of thing.

 I'll keep the screenshake in mind for my next game, I think that's a great idea!

really felt like I could keep going forever. Maybe  increase spawn rate over time?

I was gonna add a higher spawn-rate over time, shorter shoot cooldowns, bigger bullets, etc, but ran out of time doing bug fixes :P

sometimes enemies spawned on top of me and hit me immediately. Not a fun time ๐Ÿ˜… pure rng isn't great for this sort of thing! You want to be a little more tactical about it. If it were me, I'd spawn enemies in a circle around the player with a random angle and a radius that is random between two values, and wrap them to the other side of the screen. That way you'll never get enemies spawning on the player, and it'll feel completely random without being unfair!

I did add particles on where the enemies were gonna spawn to warn the player beforehand, but your idea is definitely something im gonna keep in mind for my future games :)

yeah that all makes sense - jam games are like that xD one quick extra note:

Probably a good call, but since I suck at bullet hells, I decided to make them small so I could beat it to make sure it wasnt too hard xDD

keep the hitboxes the same size if you don't want to increase difficulty ;) it'll make it so it feels like you've just dodged something and aaa that was awesome! Even though it was way more forgiving than it looks