Yep, it's using depth and an arbitrary z-axis to create the 3D effects. Thanks for checking it out <3
Ephraim225
Creator of
Recent community posts
Definitely one of this jam's highlights. Essentially the player creates the enemy's pattern, upping the ante in order to score more points - not something you see all the time, definitely worth expanding on, since this game can actually be made very easy by choosing the most inconsequential pattern modifications (The green turrets are a distraction and little else, and the other turrets just don't fire enough by default) Still, excellent idea for a game.
I like the isometric style and the artwork. Music was okay-ish. Now as for the idea of tossing a coin for a positive and negative effect...when I think of "Consequences" I think of "Player choice" rather than a straight-up gamble. A lucky player would just plain make it farther than an unlucky player. Still, solid overall.
Legit a very clever concept, encouraging accuracy and being conservative with your shots. The gun variety is very good, though I never used the stock market, it didn't seem to be influenced by gameplay. Also the airplane's pattern is very difficult to work around; I never got past it. Still, concept is very nice with good visuals and music too.
A bit tricky to know when you're getting hit; screen size is a little small, the cursor and bullets don't stand out all that well against the background. However, music is pretty good and character sprites are nice. I also like how the upgrade system works. Also one of the few shooters to actually make you empty your clip before loading another one.
Highly innovative idea in which getting hit simply resumes the previous pattern. You also move by spinning the board; also a neat idea. However the patterns are generated procedurally leading to the final patterns being impassible without an item, almost like a certain Touhou game. However, this means it's necessary to collect coins to get the items. Still, it has great potential as a concept, which is the most interesting part of jams like this.
Music could probably use better instrumentation though.
Easily one of my favorites out of the jam for how uncanny and weird it is :3 Although, I was a little annoyed that touching the white circle exits the battle, I kept hitting it by accident and there's no real difference between exiting and getting hit anyways. Other than that, weird and yet fun, and boy is that music an ear worm.
There are 364 submissions. Standing out in such a crowd is hard.
Here's mine: https://itch.io/jam/bullet-jam-2021/rate/1005668
Hey, saw that you tried my game (thank you for that btw, good to catch bugs like that) and decided to return the favor.
Unfortunately while the idea of combining cards with an SRPG is something I've always wanted to do (and you're off to a decent start yourself) in its current form this game looks to be very luck-reliant. The character absolutely needs a monster or an attack spell to get through enemies but the player won't always have one. Furthermore the player just doesn't get a whole lot out of individual monsters since their weapons break eventually (for me Skeletons lose their weapons faster than their health). You could pass the turn over and over to draw more but eventually the enemies would catch up if you took too long. What's good about it is, I like that the cards can be put together in interesting combinations (Inner Rage on the Chicken for instance) but again, the monsters are fragile so setting up a combo means investments don't always pay off.
My suggestion (and it's late in the contest I know) would be to have the player's hand start with 5 cards instead of 3 and fill it back up to five every turn; this would let the player throw away what they don't need at the moment, and I would also allow the player to get more out of the monsters, maybe by introducing a healer monster (if there is one) and making their weapons infinite use.
Oh and I don't know if this is intentional but if you heal a Fey Spirit their poison effect wears off and they can be used infinitely. Felt nice to figure that out though. Up to you if you keep it.
Anyways, good luck in the contest and I hope I've been helpful.
Thanks for your interest. I'll list off the plugins used as there weren't a huge number of them. They are:
- Global Unit Events by Markyjoe1990
- List Selection Event Commands by Markyjoe1990
- Name Entry by Markyjoe1990
- Held Weapon Guard by Lady Rena
- Fog of War by Goinza and Lady Rena
- GBA Battle Formula by Goinza
- RNG Settings by Goinza (I think)
- Diseases by piketrcechillas
- Stacked Status by piketrcechillas
- GBA Animation Style by Fluffy
- 2 Line Skill Display by Fluffy
- Durability Display by Fluffy
And I made a few plugins myself to mess with stuff that I needed messing with.