Its a nice bullet hell but does need more polish, especially in terms of player gameplay feedback (like more particles on death/hit, a good impact sfx, maybe some slight camera shaking).
I also felt the gameplay a bit slow, would have benefitted a bump in game speed and I do think the fire elemental was too bullet spongey.
Other than the above, I truly enjoyed the experience, you created a nice foundation to continue building a fantastic bullet hell game!
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As a beginner on my first game, first jam and first time using itch.io I really think those elements like camera movements, particles, and things like that are very difficult to make in limited time like from start to finish of specific dates of a jam. I could imagine it may be hard even for people who might not be beginners, let alone beginners.
I don't know if they may even be details that could result in even not having a submission at all!
However if there are many people like you who may be looking for these elements for even a jam game and even considering it in their actual score, I guess I might check more on how such elements may be introduced even in such a limited time. Or how the idea itself may tend to be in a way that may not invite as much scrutiny even from someone like you into these specific elements.
I feel like you might have a pretty high expectation of a game make in such limited time. Maybe it's OK if you do, but just reading such a comment may really get me thinking a lot more about a lot of things. Like what a jam game perhaps should be, even coming from total beginners. And how this may impact how someone like you might perceive it if it's done in both a more optimal way and also still in a way that has a nice result for the player.
Agreed, but due to limited time (I joined a team halfway through the jam to replace a disappeared dev) I couldn't think of all possibilities.
There are many implemented, I just didn't want to go overboard. There are sfx, enemies flashing on damage, and even hitstop (time slowdown) and camera shake effects when you get damaged. I obsess over the small details and effects like this :)
Definitely can be tuned better but if you saw none of them it could be a browser/WebGL issue of sort.