Simple, straight to the point, theme perfectly represented in both theme and name. Nice job.
freefang
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I don't know why, but even though I use these keys all the time for gaming I still kept mixing them up during the game.
Some hit indication would also help a lot. I couldn't get a good grip on the timing window, causing me to not do anything while I thought I did the input correctly.
The concept and presentation overall are great and work well together. Good job!
While I have seen a few games do the "you use something connected to the player to destroy" similarly, I do like the addition of having to stay close enough together. It really incentives not just doing spin to win and is a nice way to introduce more risk-reward.
It might be nice to have the attraction a tad stronger, since every now and then it felt more like just following a bouncy ball along its path.
I love the art style and the concept! Building your own maze is fun and the lack of mini map when going down there really forces you to pay attention to what you make. I would have liked to see some more risk-reward, since I got a lot of tiles without anything of note on them. So yeah, great game with some minor bugs. :)
So this is how it feels to be a bullet hell boss! It is a fun way to combine Katamari with a space game. I especially like that the ships don't snap on neatly and just stay the way they first touch.
My only critique would be that at a certain point you just become a ball of death, which does feel nice, but reduces any decision making to "big ball goes brrr". Especially with the boss it just feels like two big balls of bullets and heath bouncing against each other, which is a shame after the build up to the boss.
I really like the art style and the general atmosphere of the game, but I have to agree with others that the characters control a bit wonky. It was also a bit easy to bypass most of the platforms in the levels with the amount of double jumps given, though I do like what the characters do when I get them to do the right thing.
Yeah, a glitch was found after submitting that is causing that. I tried to fix having floating blocks in the solution, but as a side effect I sometimes accidentally assign loose blocks to sides that aren't in the puzzle causing that. That's also the cause for my warning on the game page for the level select puzzles, but for random puzzles it is just the luck of the draw if the issue comes up or not.
This is the first bullet hell game I have played from this jam. I like the interpretation of the concept!
Though I think that there are two things that could up the game to a higher level. First off, tighter hit boxes. It is fine that the single ship grows, but the bigger it becomes the more the hitbox feels disjointed from the graphics, right when you need accuracy the most. Secondly, a reason to split up. Not just change to the two ships, but actually have a reason to not just bunch them up in a way where you still only have 1 "entity" that you control just represented by two ships. Maybe a stunning force field between the two or something might help.
From the games of the jams I have played so far the action of switching between the gun and torch has had the best balance of simple and satisfying which gave the game a great game feel!
If anything could be improved in a potential future version might be to add a slight ping or hint where the final enemy is when there is only one left after a bit. Hunting for the last enemy breaks the flow of the game a bit. (And with my luck it is always on the other side of the level. ;) )
Ironically, a game jam! The game field was projected on the ground by a projector. And guess what, we somehow didn't have the correct cable between laptop and projector, but we did have many connectors, except for the right one. It was a while ago so I don't remember exactly but I think we ended up with several converters to the cable, and a few back from the cable to the projector.