This is a wonderful creation that I could totally read again (and will). Thank you for sharing this window into a world just a couple years before I began teaching myself how to use Game Maker (~2006/7). I mostly hung around Yoyogames, Game Jolt, and some other non-genre-specific sites, but part of me wishes I'd spent some of that time around the RPG Maker scene. What you've written really seems to capture a kind of magic atmosphere that I feel like I was part of without actually being there at the time, and I really appreciate that. There were several times while reading that I thought "you know, that's actually something profound". Anyone reading this can tell you've spent enough time to understand how the community works at a practical level. I definitely know the charm of the unrefined, almost "innocent", age where people weren't afraid to throw clashing one-off ideas together and just be creative (Bat Castle eavesdropping). Anyway, I remember finding Space Funeral a long time ago (maybe at Game Jolt?) and how it led me to Ruth White's electronic smorgasbords and Charles Baudelaire's poems. I just wanted you to know that all these years later, I'm still checking out your work and learning from what you share. By the way, I just bought Magic Wand, and boy is it phat. It's worth the price just to rotate the worlds and listen to the music, but I love basically everything about it. Still collecting those sweet figurines (:
Zane Johns
Creator of
Recent community posts
Cool (: I thought the visuals set a fitting atmosphere. They did become a little jarring for me when the view consisted of both the rocky floor and the rocky corridor. I'm not too sure how to make it smoother while staying within the limitations and without sacrificing detail. Maybe just use all simple textures, like the dark floor? Anyway, it's still fun to me
Thank you very much. I'm sorry to hear that about the resolution; a similar issue happened with my PC when I used a different room size for the title screen. I am creating a new game called Bweh, using this game as a skeleton, and it will hopefully be more fun and have fewer bugs. I appreciate the feedback (:
Thank you very much for the kind words (: I really liked the theme for this game jam, and I had a lot of fun creating Sub Buddy. I think it's interesting that limitations can bring out the best in our creativity. Oh, and believe it or not, the coral isn't dangerous at all; it's only there for looks and to give the illusion of movement.
This is a nice game. Being somewhat of a shoot-em-up enthusiast, I found the firing mechanic pretty interesting, seeing as most games in the genre tend to give the player no negative feedback for constantly pressing the shoot button. The music is well done and fitting. Very good job with everything (:
Gather 'round, everyone (: It seems that quite a few contestants may have gotten stage fright; nonetheless, let us commence with the official results of Bullet Bash.
Dance of Bullets - Bullet Bash Edition:
For challenging yet fair bullet patterns, smooth gameplay, and a nice bullet-time mechanic, I present madve2 with the "1st Place" award.
Fire Hungry:
For likeable characters and the interesting proof-of-concept (though somewhat buggy in execution) of an online/mobile bullet-hell shmup arena game, I present Infamous Flames with the "Cluttered Desk" award: that is, messy yet insightful.
There you have it, folks! Thanks for participating, and we'll see you next time.
Thank you (: I tried to give the game a home-grown atmosphere. I am impressed with your entry. The patterns become challenging but fair, and the dynamic difficulty is executed well. Also, though not a requirement, the code does seem very structured and easy to modify. I look forward to seeing where this project goes