I typically don't play bullet hell games but this seemed like a decent difficulty for new comers, the patterns aren't so complex that you get lost, it might take a few tries to find the trick and once you get it you have a blast weaving in and out of the attacks. The game had pretty good music too, kept up the hype train going :3
Overall I found myself enjoying the game and lastly...
We love robot ladies in this household <(OuO)>
JackCrescent
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Ah yes... Bojo Wataru from the Hit series Juju on that Kaisen Beat.
The game feels pretty nice, the movement of the attacks, the fluidity of them with the animations, its pretty well balanced, I do think it could make do with an internal tutorial that teaches you the different mechanics because even after reading the page it took me a while to get how to do some of the moves.
But overall I did like it, very reminiscent of the stick fight animations that I used to watch as a kid!
The tutorial thing is sadly a bug, we will fix it post jam. But if you say no to the tutorial before you fully start the game (when you first run the game), it shouldn't keep reappearing after each boss.
But you did well the idea is to use the dash to sync yourself up before switching to an attack or rewind, helping you to maintain the beat.
You have 3 combos one focused on damage which should help you to beat the boss faster, another heals you and the other gives you a shield. You discharge the reel to use them. It has a bit of a learning curve but Im glad you enjoyed it! Thanks for playing our game <3
Ps. Once you do get into the game and you sync your attacks and different combos to the music its a great feeling! :D
Dopamine receptors overloaded :D, really reminds me of the older arcade games where you shot against asteroids or aliens, I think you could add some more elements to add more challenge with like the first boss, you could take inspiration of bullet hells and for example lets say you give one of the bosses an orbiting satellite or moon that absorbs bullets, then you create a pattern that forces the player to chase and go with that orbiting object, or make use of the environment.
Overall a good game, good music, fast paced and I liked the small comments in between stages.
I liked the design of the MC and the bosses, they were just so adorable. The way we can spin and crash or just get dizzy is a cute touch. Elodie's face when she falls is pretty silly. If you wish to expand it, it could definitely use some debugging after dying the first three times I respawned with 0 starts and was immortal. That and some more gameplay would work wonders, since we can fall maybe a stage could be made where we have to sort of plan how we spin to avoid falling between the platforms and so on.
But good game!
The game is cute, we love cat girls in this household, it is a bit tough at first with trying to manage switching items, and managing health by dragging the items, Some more keys for this could help since the dragging doesn't really add much to the gameplay, maybe you could keep it to spin up the slot machine, but for the items it takes our vision away from the boss making it a bit of a hassle. Overall, I do like the vibe and aesthetic of the game its quite cute and adorable and its all coherent with itself.
Didn't manage to beat the game yet, need to go to sleep, but its honestly a hidden gem, the initial story and the silliness of fighting using a spinning planet Earth is a pretty funny concept, making good use of the spinning theme.
The models, the boss design its pretty smart and when I first noticed their body parts could break, I was shocked and surprised I really liked it.
I do think the game could be tweaked in a few aspects maybe its just me at the moment, but not recovering health when going to other bosses or not having another possible way of recovering health makes it a bit too difficult to go further if you aren't super careful (unless there is a way and I haven't found it, will keep playing later) But also this could just be the way you wanted it to be, which is fair as it makes us learn the patterns and trying our best to defeat each boss without flaw and taking too much time. (I might not be so good and having to reset back to the first boss each time is... punishing)
I can tell you poured a lot into this game with the initial comic and effort into each boss. Ps. The idea of a superior alien coming here and being like ayo this place is good, let me make my home on the moon. Just makes me smile.
If you plan on continuing this post jam, some more move sets could be nice, maybe faster spinning, a dash, more circus theme attacks would be a good way to create some more challenge and avoid repetition. But overall, I did like the art and the aesthetic you established and I think it would be worth continuing and fleshing out a bit more!
Still an impressive job to do this in just two days!
So Im going to focus on giving you some feedback regarding gameplay and where to expand. Starting with the User Interface, you should reduce the size of the player's health and maybe put it on the top left corner, alongside other information regarding the player. You can also stylize this eventually, instead of a meter maybe crosses or hearts and so on.
Now for gameplay, you could really do well with making the mouse affect the camera, lets say I point towards a direction, our camera should shift a little bit towards that direction. A quick tutorial I found might not be up to date: Youtube Link, Another Link
This way we allow the user to track the boss and helps with navigation of the obstacles. If this is too difficult, you could make do with making the screen bigger to help with our sight.
This changes let us open up a new door (might not be your exact image but...) Think of bullet hells, since you mentioned the theme of weaving around obstacles and enemies, you can make use of bullet hells patterns to make the player use the surroundings to avoid bullets and maybe also punish the player by predicting this and making the boss do a certain action and so on. Bullet Hell Generator for Godot
Hopefully with this you start to see how you can apply some of these things to improve your game, I understand its your first time with no large prior knowledge so good job on the first hurdle! Things can only go up from here.
Also I did like the art you did, with the cute lil nun, I think if you follow that style and with your boss art design you could make a pretty cute and good game in the future. Its a matter of consistency and learning! You got this!
I love the Nun!
Oh thats an attractive lady, IS THAT A FREAKING ROCKET LAUNCHER?!
The game was decent, I liked the visuals the design of Vick and the gun popping out of his mouth to shoot. The scene where your character focuses to shoot down the dynamite or the rockets is a nice aesthetic shot, it does add to the western standoff style. I think the revolver cylinder could be expanded to take more of the screen to help with tracking the bullets a bit more easily. Im not gonna go over the feedback of hits and attacks as others addressed that.
I do think if you plan on continuing this post jam, you could definitely expand on the silliness of the game. How Vick dies is pretty goofy and seeing more of that here could definitely bring in more fun. Maybe some silly lore as to why we are fighting. Why is Maggie mad, why is Vulture nick trying to kill us, did we do any wrongs to them. Maybe some one liners that clue us in before the standoff. With the borders and some subtitles.
For example: Nick: "Boss sends her regards", maybe he wants to fight us because we ate eggs in front of him or something.
But Good job!
I do see some potential here, I think if you worked on it more and with your art style you could try making something like "Your Only Move Is Hustle" but not turn based, I do think making use of black and white and few colors is a good aesthetic choice and it reminds me of like TouHou with Bad Apple. I would say to also look into Monty Oum's past work since I always liked the way he choreographs his fights, you could get some pretty cool moves from there!
The art and music is top notch, really enjoyed it and I was vibin' the whole way. I do think it would be nice to have more rhythm based attacks like matching up with the music, but as it is I really do think Its a very fun game. The ladies are cute, what more can you want out of some goth demon girls. You did an excellent blend of 3D models with your 2D Art and made a very well polished game. <3
Its a very good take on the spin mechanic, having the roulette of the healing, plus all the spinning attacks and so on.
Honestly this was an absolute banger from top to finish, the idea of locking you into the nuke and being forced to manage how you move before you tie yourself around it and can no longer move is a great way to force the player to think their movement carefully. This is especially the case with the second boss since his jumping and the bullets his shoots out force you to keep moving around the nuke to avoid them.
Its a really well thought out game, and the movement feels smooth, the momentum is just right honestly one of the best takes of spin I have seen in the Jam. Since its not something that you can remove or mask as another mechanic without losing the cohesion or idea of spin. Its interwoven into the game. Plus I am a sucker for armored core like games.
11/10 would love to fight biblically accurate sheeps again!
Petition to name the mech we pilot A.D.A.M
Hmm mixed feelings, the game felt a bit difficult to get around in, the movement felt slow and I often found myself getting hit by big balls to the face too often. Not that I am complaining if they come from a succubus.
Though I do feel the gameplay could be refined a little bit more since managing the balls and throwing the items and aiming can be a bit of a hassle. Having a faster pace can create a bit more intensity. I also believe the visuals could maybe be a bit more consistent, as to make the characters and world and UI feel more coherent. But I understand that can be quite an overtaking in terms of time it takes to make all of this on your own.
Cute girls though :3
Understandable, the game has a bit of a learning curve in regards to keeping in time. One of the ways to pace yourself to the music is to use the dash, its basically a free action, failing it doesn't affect your reel. So it becomes a matter of dashing hearing the sound effect to confirm you are on beat, then as you keep the rhythm you switch to attacks, rewind and so on. I had some issues at first too, but after playing it after taking a break and thinking about it, I managed to beat it!
Thanks for playing our game!
So where to begin, I liked the music of the game, I think it would be good to release a little ost track on youtube so we could listen to it outside the game. The visuals also were great I loved our little girl, I realized quick that the threads and our decision to use them had pretty significant consequences so I found that quite creative. It all fit into the narrative very well and the idea of threads, spinning brings into me like the idea of a loom, of weaving fate and with the multiple endings, I think this is genuinely a game I will replay later to see the other endings and see the other character's stories.
Ps. Some bosses can get pretty difficult, but I mainly felt it so because I ran out of dashes, so I could have timed it a bit better, but maybe having an extra one can keep that tension and pressure of the boss, without reducing his difficulty but making it easier on the player.
Aside that... you can also cheese the bosses, it seems they can be hit even without triggering their dialogue by going past the door, so we can shoot them and kill them slowly, after a certain point their second phase triggers and well they get moving but, yeah a simple bug fix.
Great work! Loved the game.
11/10 this was a blast to play with a friend, I love the lil doggo. Though why are we letting dogs inside a washing machine, and why are these dogs so tiny or is the washing machine giant. I have so many questions. Why do people have tentacles in their pockets, I can understand a Toy tank, or Baby Shark but I still have so many questions about that one.
Joking aside, I really enjoyed the game, even with the stuttering of the camera screen, I think if that can be fixed you have a pretty darn fun game. Some post jam fixes that would be nice could be more patterns for the bosses to add some more challenge but overall great job!
I do like the attention to detail of making sure the character can be seen behind a wall. Overall I think balancing a turn based combat can be a bit difficult in regards to keeping it varied. Things like typing of strengths or weakness in bosses and players can add that spice, if its something you seek on working on.
The visuals are quite nice, and similar to Octopath traveler, though I think the consistency between styles could be improved. In regards to making sure they are pixelated similarly, combining 3d models with 2D textures is also a good way to keep that consistency while keeping the advantage of the 3d visuals.
Overall I think its a game that if you tweak a bit more in the gameplay aspect and make the style more cohesive it could end up pretty good. If you decide to do some post jam updates.
I can see the literary take on the spin theme, its definitely quite a read, and it does certainly make you go on a loop around the ideas conveyed in the game. I do think the black and white and textures while I loved the art and style of it can make it a bit too intense to be reading at the same time. So I got a bit of eye fatigue, but its definitely one of the most creative takes on this jam. I think you used RPG maker right? I think this is the type of game that could benefit from like the pc-98 and pc-88 era of anime text novel games. With your art and style, you could set like a border cabinet and have the gameplay inside it. Maybe using Godot might be good, this way you could have a bit more control over things, for example in the spinning a tale concept you could definitely create road maps of how this or a users iteration of the story is spinning into its end.
Sorta making it a bit more neater as a visual novel/game. Though I understand it can be a bit of an overtaking, I do think with your writing and art its something worth looking into as it lends itself well for this type of style. And I will try to keep a watch on what you make since I find this take to be so original and out of the norm. I am a sucker for stories.
I read some of the previous comments and I do understand you rushed to make this game, but I think your visuals didn't feel consistent between weapons, stage and so on. I do think you nailed the creepy vibe and its a type of game you could rework to be more like liar's bar, which has the creepy and leave it to chance nature.
So it would be good to not just leave it random with just the wheel but have player actions affect potential outcomes as that could make it more fun.
Yours truly, Jack Crescent
I read some of the previous comments and I do understand you rushed to make this game, so based on that I don't know if you used premade assets or made them yourself, but I think that they didn't feel consistent between weapons, stage and so on. I do think you nailed the creepy vibe and its a type of game you could rework to be more like liar's bar, which has the creepy and leave it to chance nature.
So it would be good to not just leave it random with just the wheel but have player actions affect potential outcomes as that could make it more fun.
I can tell a very cool guy made this game, I heard from a Fishe he might be named Gonzario. The game is pretty goofy, and I enjoyed the riveting story of our fishe friend and his other fishe and crabby friends who were being turned evil.
I think it says a lot about our society, how corporations dump chemicals, waste into the sea and how these dumps affect our silly little fishy friends. I think this game in a way is a commentary of how mega corporations break not just our environments but our bonds with our friends. Greed divides us, and separates us.
Go out to your local beach and river and please clean your surroundings, for the sake of our beloved Twiste Fishe.
Simple I see cute anime girl, I like. She is petty, has sass I like. The idea is pretty funny, you basically have to MLG, 360 No Scope bosses into oblivion and the overall seriousness of the game vs the silliness of the game is a nice combo. Overall it plays a little slow in terms that I think it could speed up, though that would conflict a little bit with our ability to aim. But I think it could turn out to be a better game with some tweaks. (We like bullet hells in this household.) I did enjoy it, and I look forward to what you make in the future!
The visuals do remind me of Arknights which I am also a sucker for.
I am a sucker for retro style games and lore, the visuals and music were pretty solid. I do think the spin element could maybe be driven further, than just a spin and the boss movement. Maybe in more attack patterns and so on, like with bullet hells, though movement might have to be sped up for that. Overall I look forward to what you will add for the final release, post jam!
Edit: Since music speeds up as you get hit, maybe relating that to the gameplay a bit more would be an interesting idea, punishing the player for mistakes, but also seeking to reward their actions by getting closer and maybe using more specific attacks.
At the moment still haven't beaten the last boss, but will put some more time into it later. I loved the visuals and the music, it gives a great sense of urgency and a very unique style. The game was really fun and a good mix of challenge. Plus the use of a spin it really is a nice touch, Im not the best at bullet hells but I like the patterns and the Chrono Reaver, Big Vergil vibes. Loved the game honestly, you should be proud of what you did!
The games visuals are pretty darn good, I liked the art style and design of each of the bosses, overall I found the game a bit too easy for me, so it would be nice to see maybe more complex patterns or a faster pace to force me or lock me into using the deflect mechanic since for the most part I got around the game without using it. But overall I had fun with the game, which is what matters! Good Job!
The game is pretty easy to get into, got a small crash when I beat the boss, but overall a fun game, I do love the visuals and sound effects, being a 3d artist myself its one of the things that drew me to the game, overall I had fun with it. I like the mechanic of falling items and how they also were used as ammo. Plus the cute comic at the start is a nice touch!
Jesus the difficulty, getting the grasp of it slowly, you do need to make good use of the dash and freeze, but I end up drying roughly 25 seconds in, slowly getting better. Saw the other phases since I let the game run its course and GOOD LORD IN HEAVEN, NAHH, I AM NOT THAT GOOD. Great vibe and cute visuals.