Quirky intro and fun core gameplay loop! The wall the cannonball snaps back into place when you recover it is a great touch. Love the game over screen and there's a nice variety in enemy bullet patterns :D
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Nice work making the bullet hell feel limited! Reading the description helped and I was able to win on my second run - would love to see a Restart/Replay implemented since I had to refresh the page to try again.
Appreciate the sound effects and the predictable movement of the enemies bouncing off the edges made it really satisfying to land bullets. Great work!
Enjoyed the need to manage how much stamina I was using vs how much I could charge without getting hit! Became a nice back and forth with the enemy.
With more dev time I'm sure things like sfx, visual feedback when getting hit/landing hits, etc were in mind - the current build is already fun though and I can see the Mega Man inspiration as this felt like a boss fight where you can identify patterns and work around them. Awesome job!
I really like the pilot POV! It felt unique and the controls match it well. I wish I could read faster or advance the intro text at my own pace since I wanted to get more into the narrative aspect!
Atlas has a lot of health so I think things like phases or extra abilities for the player would keep things lively/fresh as you whittle away at the health. Also, with the little character screen in the bottom right, I could see an update with potential animations/reactions based on what you're doing (getting hit, getting close to the end, etc).
Great game!
First of all, love how seamlessly the game works on the itch.io browser page. The .exe windows and all of the UI feels so lively with the constant movement and the background conversation sfx is a nice touch.
Can't believe you turned corporate scheduling into a bullet hell, this is actually so great.
Nice use of colors to distinguish game elements and the presentation (vfx, font choice, etc) were all clear and made it easy to break down levels at a first glance especially when rushing so heckin fast
Got really immersed and couldn't stop trying to progress to the next level. Love the interpretation of Limited btw - solid game!
How'd you get this Part 9 leak?
Very cinematic and fun intro to the game and some of the most stressful 3 minutes of my life. Was a little unsure if the legs are invincible and ended up only swapping between the left and right poses, but I enjoyed trying to see every possible pose!
Fun game and part of me really wanted to stop time for a few seconds :^)
Awesome game! Really polished and love the details - all the particles, the subtle lighting behind characters, the screenshake & sfx. I'm sure you already considered things like a custom cursor and making the player's bullets / sprite a little varied color-wise from enemies for readability.
Great work and it was very hype when the boss appeared!
Yoooo this game is so good! Def got cuphead vibes and the art & music is really charming :D
The patterns were fun and I almost forgot I could jump until the first fist pound - was there a reasoning for not letting the player shoot facing left? Also I found myself hoping for just a few extra seconds of invulnerability after taking a hit since you can get hit twice almost back to back and I was wondering how I died from just one bullet.
Love that the game puts you right back into the action and how the controls are very straightforward/implemented well so any mistakes feel 100% the player's fault. Great work!
Limited RAM lmao
This game has a lot of polish and the work put into it really shows! It has a charming/cute feel that's complemented well by the palette, clean assets, and relaxing music. Even the sound effects are light enough to communicate something happened without taking away from that vibe.
Took me a second to realize I had to press Z / that the game had already loaded, but I loved the small details like the shine on the Level start, trail behind the player, and explosion vfx. Great game fr
I've been waiting to try this one ever since I saw a gif you posted on the jam server. Love the vibe right from the main menu and when I opened the Controls menu, I don't think I've ever seen quintuple jump before so I was eager to try it out.
Quintuple jump + air rolling didn't disappoint, and the rising sfx for each jump input is a pleasant touch. Made me think of a combo system where that increases based on trying to stay in the air while retrieving the projectile for as long as possible.
Edit - just saw your creator page - is this like a series you've been working on or one big project released in batches?
Was getting Kirby vibes right from the intro, so as soon as the music started I was glad my association was correct haha. Got thrown off for a second when the menu controls WASD switch to gameplay controls arrow keys, but once I figured it out the game itself is well executed - nice variety in enemies to dodge and loved the little character reactions in the corner. Nice work!
Thank you so much for the detailed feedback! Sorry to hear about the resolution & crashing issues, we noticed those and will definitely update it. Also I appreciate you looking up the inputs via the gifs (mad respect) - just added the Controls to our description to help future players. The hitboxes seem to be a recurring piece of feedback so we have eyes on that too. Again thanks for playing - I loved playing your submission so it was a nice surprise to see this post!
The color switching mechanic is well executed and my brain was frying trying to coordinate which color I should use next. My strategy at some point turned into hugging the edges and just reacting to which bullets were coming my way.
Awesome to see the jam version after all the dev posts on the jam server, great work!
Limit break was a nice play on the theme! Even with just shapes, I had a fun time jamming to the music which shows the gameplay itself is satisfying. Great game and would love to see it further developed.
Was a nice touch when I noticed the bullets you shoot actually match the shape when you collected them.
Love the interpretation of bullet hell - right from the Main Menu the game won me over.
Straightforward concept that takes advantage of most people already knowing how chess works, so no explanation needed for each piece's pattern. The music fits in nicely and assets are clean.
Great game and Godot hype
Love the neon vibe - the music, visuals, and sound effects all come together really well!
I spent most of the game trying to aim rather than weaving through bullets. Just curious - what inspired the aiming mechanic?
I felt like if it was a standard aim I would've been much more interested in playing over and over - it's a great game :D
This is a jam game no way - the music and 3d assets go so well together and I appreciated that you could continue playing with a different character after dying. Maybe for limited it could be like the max number of retries is the number of characters (that's what I thought was going on at first)
Part of me kept trying to shoot at enemies as they glided onto stage, but I figured they were invincible while spawning - wish the player had the same starting invincibility since I felt like I was taking some damage just while my new character was still loading in.
Great game and would love to see it further developed!
So creative - I skipped the How To Play and the typing minigame was an amazing surprise.
Great interpretation of Limited and I liked the variety in enemy types (B's bullets really caught me off guard)
During the few seconds of downtime between waves I got to appreciate the music and fact you're spewing out letters from a pencil. Honestly the typing part was satisfying enough that I wanted to just keep doing that, great game