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Mogi83

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A member registered Nov 19, 2023 · View creator page →

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Hello KernelD! I remember seeing you work on this game in the discord! Here's some feedback I have for the game:

I cant tell what's the range of me getting hit by bullets and what is close enough to collect bullets. According to the game page this is the whole point or core mechanic of this game but I feel like its not clear enough for the player I ended up just dying over and over instead of collecting bullets. A tutorial on what's the range would help greatly or even a change in sprite.


Speaking of sprites I thought it was funny the planes or spaceships or whatever were flipped upside down instead of redrawn or some other change. In terms of gameplay I don't think this matters at all but I thought it looked a bit silly.

Audio is far too loud  I feel like everyone in this jam when making audio had their windows volume at single digits while my system defaults to being at 100. The audio is nothing to write home about but the fact you have it is a plus. Just balance the volume out because in its current state it is far too loud on boot up.

Overall this game has a cool concept and follows the consequence theme very well.

I played up to level 15 as I felt like I saw as much as the game had to offer.


This game is simple and fun but I can notice that past wave 8 you start experiencing lag when waves first spawn due to the amount of bullets. I didn't understand the book system as it seemed like the books only upgraded me during the wave and of that the red ones were the only ones that did anything. Maybe the blue books made me do more damage but I have no way to tell.

Having the player be forced to move around to get their "ammo" was a neat idea and took me a bit to realize how it actually functioned. 


Overall a fun submission!

First off I have to say I LOVE the art style of the story sequence and the cover image of this game. The simplicity of just black and white pixels and a splash of color is so good. Like I get its just an outline but its executed so well so good in fact I am going to spend some time learning how you do it exactly because a visual novel in that style would be glorious on the eyes, but enough gushing about simple pixels on with my feedback:

Fun/Gameplay:

Well as it turns out I am terrible at this game and lived for a whopping 3 seconds so I don't have much to say other than this game seems cool of what I've seen, looks like a lot of effort went into making assets and bullets work from the screenshots. The one big mistake you made was not adding a quick restart button/feature because I would love to give the game another shot but watching that cutscene again when I know I'm just going to die quickly sucks. As for the difficulty of the game for most peoples submissions I've been saying they need to make the game a bit easier but for this game I think the idea of a rage bullet hell plays in exactly with what the core of this game is. 

Visual:

Yippie another section for me to say how much I like the cover art, I'm sure the game art is fine and you did a great job (for 3s) but the cutscene's simple white pixels on a black background makes a very stylized look that I cant get enough of, please drop a tutorial on YT or a guide at how you do it because the game I work on after Sonar Sight is going to be styled like your cover art.


Audio:

Honestly from what I heard after I died the music is unconsensually attacking my ears, way too much crunch and sound going on for me. I get it the game is supposed to be rage, hardcore bullet hell but a simple metal track would have been fine instead of causing the player to mute the tab. 


Theme:

Cant speak much on this other than it sure is a bullet hell. Never saw the consequence part so I have no idea how that works, which is fine. 


Overall:

This game brings the hell to bullets for sure.

Thank you for playing my game and for your feed back. Part of how I was trying to fit the bullet hell genre with the game Sonar Sight came out to be was forcing the player to choose to either move and risk running into a mine or stay put and run the risk of being hit by a torpedo they didn't detect, and because of that there aren't really any safe zones on the map. However because I ran out of time you can 100% just drive off the tile map and sit in null space safely if you go far enough.

Another note I just realized you made a game called bugs and your profile picture is a frog, I find this pretty funny :D

HellJam5 is a simple enough game that needs some more development time for sure to really expand on the current mechanics of the game. I was able to get to the tank but was unable to beat it as its HP pool is far higher than anything else in the game which is fine I think if there were more shooting options or upgrades or more mechanics to handle such a large HP pool. 

Fun/Gameplay:

This game has a super straightforward gameplay loop of you shoot the bad guy, focus your fire sometimes, and try  to not get hit. Simple premise, excellent execution here. As there isn't much to this project in its current jam build I don't have many critiques other than allowing the enemy to turn around and shoot above him and at all directions but the player is locked into only firing upwards. 

To me this control system is a little hard to grasp I ended up not using wasd because I didn't have enough finger room to hit shift and z at the same time and move, this game needs to think out its key binds for sure. In the current state the game is totally playable with arrow keys while allowing your and to be free, but here is how I would fix both issues about the whole control scheme:

Place fire on left click and focus fire on right click, allow the player to look at where they are shooting by having them always look at the mouse and that way you can shoot enemies more effectively.


Visuals:

This game has some decent looking pixel art for the enemies and the player but everything else in the game like the map and borders and stuff leave more to be desired the flat grey and  yellow border is fine but this would have been a great opportunity to throw some ground down or a cover system and have it work more like a 2d on the rails top down shooter instead. It could work like you get to a zone some enemies parachute in behind boxes and other environmental details and the player clears the zone and runs up to the next zone. Something like that would totally bring some much needed detail to this game.

I did find out that you can change your bullet color which is cool but feels like a small polish thing because it doesn't affect gameplay. Maybe it helps those with colorblindness though which is cool  any accessibility is good accessibility in my eyes. 


Audio:

To be honest the first time I played a run of this game I didn't even realize the music was there which is a good and bad thing as to me that means the music is simple enough that when its looped around it doesn't sound annoying but not memorable enough that I had to go back to the game again and check if there was music because I forgot while writing this comment. 


Theme:

This game is 100% a bullet hell but doesnt have much in the light of consequences as far as I can tell, which is fine the game as is still feels good so I dont think anything else needs to be added into this section.

Overall:

This game is very much a quick project that feels like a tester of "can I make a game?" and the answer is yes you totally can and did for this jam, well done. The next steps are building more into this game and really pushing what you think you can or cant do. Good job on making this game!

(1 edit)

Wow okay this game is crunchy for sure, like cool crunchy like a taco but regardless crunchy.  First off a few questions I got, why is there a notepad system for this game? Why is there a rotating display launcher system that opens the new scenes in a new window? Why when I start the game do I get another window showing me all these stats wouldnt you just have the game in one window one scene and then load the next scene instead and render stats on a togglable tab button or something?

Alright that's enough questions here's my thoughts on what I liked/wanted changes for:

Fun/Gameplay:

I'm not sure id call this game fun but I definitely wouldn't call it boring if anything I might say that this game lacks substance or has pacing issues other than not fun.  From what I can tell the gameplay loop is that you spawn in and explore a pseudo randomly generated dungeon (well done on this btw looks like you took tiles and made the map generate off of those I think) and look around for the nearest wizard to kill you (most likely) of which there were only two types I managed to see because of how much I suck at this game being the red wizard and blue wizard. From the games screenshots it looks like there is more wizards to end my run but I never got far enough to see them which could either fall on the game is too difficult for a casual player or I just really suck at games. Both could be totally true so all id say is rebalancing the games combat system would be an important thing to look at for future builds. As per the many comments on this game It looks like some wizards need a nerf of which I agree. I also think bullet size needs a nerf as they seem about 50% too large.  its up to you to make those changes and see how your player base feels about them to really nail down that good feeling while playing the game. 

The blue wizard insta-killed me but I'm not too worried as this is just a jam build balancing of a game is hard when you are the only person looking at it.

I see a lot of comments here abut how you should add a ranged attack and honestly I tend to disagree, and here's why:

Being up close and dodging bullets is sick and considering from what else ive read is that this plugin you use (you 100% do not need to use plugins and can code bullet logic yourself in Godot) doesn't allow it why not instead allow the player to parry the projectile back at the enemy. Replace the wifi attack or whatever it is supposed to be and throw in a sword asset that you swing on hit. If you perfect parry the bullet gets reflected back and poof problem solved. As for it needing a target you could totally just ray cast it (https://docs.godotengine.org/en/stable/tutorials/physics/ray-casting.html) with its current velocity and throw some logic on there that if it hits an enemy it does some damage or whatever. Again I am unsure how this plugin works and I wrote my own bullet logic (my bullets don't function anything like yours so maybe its more complicated for you) 

Visual:

This game is pretty pixelated which is fine the art here is nothing to write home about but its not some terrible quick drawing I can tell you spent some time on the assets used for the game.  Style wise this game totally has an identity crisis. The menus look like a completely different game in comparison to the actual game. I cant place the menu slider thing I'm looking at but it does have a retro feel, however the idea that its all bright and blue where as the game is dark and dungeony so there is some visual clash.  In terms of actually being in game the tiny cobblestones or bricks or  whatever feel a bit too small  for easier readability but I'm not one to judge my tile set consisted of one boring tile so this is still a plus but might need some small tweaks for sure.  Also the dungeons feel a bit disconnected with the sprites for the wizards. The wizard sprites are fine I just think they need to match their environment a bit more, kind of like if you color grade a video so the colors don't look off the same needs to happen here. Since the general theme of these dungeons is kind of muted it might be a good idea to desaturate some of the colors of the wizards and see if that still causes visual clash. Another thing I wanted to point out is that dungeons feel pretty empty other than enemies maybe I didn't get far enough or see enough but maybe some ground clutter or dead wizards or something could really sell that you are in a dungeon.

I want to touch on the whole opening a new window thing, and to be frank it feels like you discovered it was a feature in Godot and wrapped your game around including it as many times as you can. I'm not against opening a new window but consider how its used and does it really aid player experience? I think the best example of opening more windows as a feature that is well executed is how oneshot does this by making their puzzle based around this new borderless window piece of paper that interacts with the main game see screenshot below:


So to wrap up opening new windows in the game feels unnecessary in its current state when you could just load the scenes in a chain or loop.  main menu -> main game -> fail/win screen -> back to main menu 

If it is a feature you do really like you need to learn how to optimize the loading time so players stop complaining about it, or not whatever its a jam build.

Audio:

I feel like the music in the main menu is far too repetitive of a chord progression if that is even the case I'm not much a music person so I cant exactly tell other than its just too repetitive/simple to be interesting enough for me. 

Theme:

While this game is for sure a bullet hell im not sure if it has consequences per say but then again I didn't get very far into the game so maybe I just missed it, and for that reason I don't have much to say here.


Overall:

Itemfinity is a neat idea on a traditional bullet hell game mixed in with some rougelike dungeons. Nothing it does past its menu system and constant opening of windows is really shining as a cool mechanic or brings others to say "You got to play this game because of xyz feature" However given the time frame of this jam and what this game came out to be id say you did a decent enough job of adding features and making a solid game that functions which you can be proud of.  I hope none of this feedback comes off as too harsh or mean which is not my intent whatsoever I think the fact you made a submission is beyond good.

Bugs is a simple game that is simple in style and gameplay. I really liked the feature of hiding under the ground however like another comment here says the fact the underground monsters spawn more of themselves after each reset doesn't seem like an intended mechanic and increase the difficulty for sure.  I wish there was a way to fight back either underground or topside against the enemies and projectiles because in the games current state your only goal is to survive which is okay but left me wanting more. 


In terms of art and music I think this game does well enough because it leans into that very simple old school arcade style in its art style which works well enough. The music is a bit loud but doesn't detract from the overall game.


Overall this project seems like it just needs more time in development to fix some "bugs" lol other than that it stands well enough to be a simple arcade style game. Well done!

This game is another odd submission ive come across not that is bad but this game sure does have a strange premise.


Things I liked/wanted to see:

Generally this game plays and functions well, the gun and reload works collisions function as they should and there is a good host of enemies. Level design seems to be just the one level which for a jam is fine and I don't think this game was intending on going any further past the jam for development given the wacky concept and use of the copyrighted Temu name.  Enemies need rebalancing especially the fire element in my opinion, I couldn't get very far in this game because either I suck at playing bullet hells (I do) or the current balance of the game is a bit too far into the harder side for the casual gamer. Both could be true, get some more playtesting going to see what other people think for sure. 

Art assets seem fine while it doesn't say in what third party assets were used it feels alot like the player character walls and background objects feel like they are from their own asset pack and the enemies were drawn in by the developer. I could be totally wrong (I probably am) but it points out that the art style of the player character, environment, and general look of the game doesn't match the style the enemies are drawn. Maybe another artist hopped in? I have no idea other than something doesn't fit/feel right. As for the enemy designs I think they are simple and convey what element they are part of or if they are the super manager TEMU man well enough. 

Onto sounds and music, first off this game is stupid loud and im not sure if any time went into making sure that this game wouldn't boot up blasting eardrums. However when you do lower the volume outside of the game through windows or whatever platform the gameplay track is a simple enough catchy loop that doesn't detract from the game experience. In fact this game with just sound effects and no music would probably be rather jarring a bit like my game where I didn't have time to add music for the game stage. Anyway Sfx and music wise this game does just fine but doesn't shine in my opinion. Maybe more feedback to the player when they shoot or a general amount of polish towards the sound department would really make the game feel more responsive and snappy. 


Overall this game is a functioning, mostly well executed game that works which is really something for a jam game with a limited time frame. Well done on your submission!

I survived to level 3 and got to see some of the upgrade systems which was cool.


This game is well polished for sure here's what I liked and didn't like:


Gameplay loop:

This game is really simple and straightforward in  its premise and a lot of things help bring that feeling of a bullet 'Heaven' the game doesn't take itself that seriously with the new wave tips (I found mostly  fun lighthearted messages). As for actual gameplay I think the control scheme how bullets feel and sizing is all right on the mark for this game nothing feels out of place or generally broken.

Upgrades cards with a positive and negative sure does well towards making a dynamic build system for more playthroughs of the game so you can see them all. I do want to bring up the fact that it looks like each wave has a downside that will be in all of your options or nearly all, for example on my wave 1 upgrade screen I was forced to chose between the bad leaf downside or the schizophrenia  downside which of the 3 options left me wanting more random downsides. This could be a lack of downsides actually available in the game or a problem in how cards are programmed to spawn. Either way upgrades/downgrades felt like they had a good impact on the game and nothing felt too overpowered or too punishing.


Art/Music style:

The art for this game is what made me want to play and review this game in the first place, Making simple sprites with hard outlines creates a unique style that is visually pleasing. Music wise this game has a synthy backbeat that isn't annoying to the point that if you listened to it on loop for awhile you would hate it. I would speak more on art style and direction but for the most part everything fit well into this game which made me think that the developer for Tinker Toy Tanks is either rather experienced with game development or this was  team effort either way good job.


I don't have much else to say about this game as what it sets out to do is executed flawlessly and there isn't much critique I can provide. This game reminds me of something you would play for cheap or free on the Xbox 360's live arcade. I could see this game with maybe some more depth and expanded systems for the upgrade/downgrades being a full release on steam for a low price under $10.

This game is really cool, I liked the idea that you were going through bosses of the afterlife to prove you weren't dead!


That being said I am not very good at this game and couldn't get past the judge I understand the gameplay decision to only have one life but man I would have been able to see way more of the game if I had a few more tries at a boss. I liked not having to worry about shooting or being on target as the bullets homed to the enemy  boss which allowed me to focus on staying out of the bullets.


It looks like this game was made pretty quickly given it was submitted in mostly 24 hours after jam being open which makes me wonder where this project could have grown over the course of development time. I cant tell if its a stylistic choice or was an unfished art style on purpose but I don't see why the gatekeeper or judge for that matter would be these somewhat randomly color outline while the player is a black on white outlined character maybe the bosses were just sketches and rather than focus more time into this project you left it? Regardless they dont look bad I just think they seem a little out of place for an otherwise dreary setting for the game.  

This game, wow just wow, is so great I saw an very early version of the slowdown mechanic on the discord and seeing what it became I am very impressed. The music, sounds, the AI ish voice is awesome the gameplay was simple up until I got to the enter the sequence part where I was so lost, I thought maybe the rocket effect colors were the code but at some point of me spamming through enemies  and hearing the sequence reset over and over I got it by chance. Maybe I missed something entirely but other than that I was blown away with this game. The end narrator going on this philosophical tech debate about taking over the world of organics then going on a date with a smoking hot solar panel was not something I was expecting to see whatsoever. This isn't bad mind you just threw me for a loop.


Well done on this game if you plan on developing more for it I will be watching closely.

Segments is an odd game to say the least. I played the very easy mode since I couldnt get past the the moderate level of difficulty and played it all the way to the Lance's lair where I got cut off by the score requirement of 200,000 points when I had 195751. Total bummer. That being said I have lots of feedback for this game after playing it.

First off there are no glaring bugs which is a bonus, but on to the things I wanted/would have changed:

Art style and direction:

Alot of the art just didnt feel consistent some enemies hard black outlines some didnt, The player character felt huge for the scene and its art while matching the same level art seen in the intro cutscene and title feels janky at best. None of the art hurts gameplay or anything it just feels like nothing feels consistent in the game.

UI:

The menu and cutscenes seem good enough to explain the premise of the game and give the player a reason to play the game but I have this feeling that this entire game is part of some third party engine/builder because I think ive seen this game format before on another game I reviewed that didnt work. The menu feels extremely similar and it looks like the devs replaced some stuff to hide that it was made in a builder. I could be totally wrong but something feels off here is the games menu vs another game that used some type of bullet hell builder/plugin/software

Both of these games seem really similar which leads me to think they both used a builder/tool/plugin or something to make this game which is fine for the jam but should be said in the third party assets section.

Music/Sounds

I dont have much feedback for the music other than turn it down because it boots up the game with it being extremely loud. I ended up playing this game with my earbuds out and just resting outside my ears and was able to hear the soundtrack just fine. That being said the music seemed just fine and fitting to this arcade style

Story:

Simply put this is where the strange and odd part comes from me the story doesnt feel necessary and seems like a convoluted way of explaining some universe that doesnt make sense. Okay we have some gods a chosen child and were some banished god? I dont know why all this was added or needed the writing feels like it needs some work for sure but I didnt detract anything rating wise because of this I just wanted to say that the game reads strange. Lines that make sense but just fall into writing pit falls like why bring up this dragon master to not talk about him again? Same goes for the "Mythical child" these characters have no importance or flow to the story so why do they exist? I feel like the whole gods going to war deal has the same premise as something like the Percy Jackson series of books/movies. Something happens to cause the gods to get upset, this universe's version of the god of war stirs that up and you the player are out to stop him.  Again I want to be clear that I didnt take the story into account for the rating of this game and more reflecting on my thoughts

Gameplay  Loop and stage design:

I feel like the entire stage of every level along with the size of the player and size of the enemys and player's health bar and whatever the blue bar is just all off. Like your health takes 20% of the screen enemies are far too large and the player model takes up a ton of room aswell, It seems like the actual hitbox of the player is smaller so you dont get bogged down with bullets all the time but this section of the game needs a serious rework. I think a simple shape like a circle or triangle square or anything smaller would be fine to work as an avatar of the god you play as or to function as its soul or something, regarless instead of rendering the whole player from the main menu make something that actually fits the game.

Boss battles seemed fine they just dont have the best pacing in my opinon why was I fighting a dragon on the 3rd or 4th wave? Every boss didnt have much meaning to me up until I got the final one which I couldn't even play because of my score being super close. 

Okay feedback over I hope none of that came off too harsh I just really want you guys as developers to learn for your next game or improve this one to the point it has a polished/finished feel to it. Good job on making a game in the time period, and finishing something as theres a ton of people out there who never saw their idea throughout the jam and gave up.

Level 4

Never give up is the theme for this game and should be for you aswell! Ill keep an eye on this project to see if there are any updates and let you know what I think along the way!

I played this game before it was open for review and now that I've played it again some of the issues I had with the game got worked out.

I think the idea nd the strategy style of this game doesn't exactly fit a traditional bullet hell but I don't find that to detract from the player experience as this game can stand on its own as a strategy game.

I had some changes I wanted to make with the control scheme and knowing when I am going to deploy which was fixed/changed before this build came out.

Well done on this submission!

Thank you for your feedback, and there are a total of 10 subs on the map but well done regardless I intend on changing the balance of the game the amount of enemies mines and map size in the future. I still need to work on the going off the map part for sure and will be changed in a future build. Glad you enjoyed the game!

Currently there is no win condition to the game so dont worry there in this build there is no way to win. As for the enemy bullets they arent spawning next to you but actually you are just detecting them unless there is some glaring bug somewhere. I think there is still an issue in the mine logic that when you spawn in a mine can spawn under you which I thought I fixed but appears not. Shooting cooldown is 5s and you are looking for the enemy subs as the primary objective and trying to avoid or blow up mines.

Thank you for your feedback!

That going into the deep part was a problem I never got around to working on, Making the edge zone into more of a pacman style teleport system where if you go up past the map zone you just loop back around to the bottom. Good Idea going out of bounds for safety, the enemy torpedos are programed so that they do have a range so you are in fact safe, good on you for breaking the system lol.

As for your idea to make it more of an active battle zone I don't think that is the direction of Sonar sight for the time being the current focus is to fix problems like you found first then work on an upgrade system rebalancing the map/enemies/player health  and having more set stages. This games hinges on the sonar mechanic and if that was no longer a thing I feel like I would be removing a core gameplay mechanic. However in future builds of this game there will be changes to viewport and sonar speed and or how the mechanic works.


Thank you for the feedback!

Due to a setting change on the submission page this game is now playable which is awesome!

That being said this game is brutal in my opinion the mechanic in place that you have to catch bullets to throw them back the enemy is innovative but makes for some difficult gameplay. My best score is 21s of survival so either I suck at this game or it needs some rebalancing. Will need more playtesters to really tell as I tend to be fairly bad at nearly every jam submission

Things I liked:

I think the variation of projectiles and enemies is really cool from what I can tell alot of time and effort went into what each projectile does and what monster it came from

Art style works well I feel like everything is a little bit crunchy and hard to read but after I played for awhile I understood theres a slime enemy, giant apple, slingshot guy, among a few others It took me some time to realize we are some ghoul guy with giant hands (not popcorn hands which was my first thought) 

Gameplay is relatively straight forward once you know how each projectile functions, It was reward to see that the boomerang splits up the slime but any other projectile will just sink into its body. The giant apple can only be hit by arrows, slingshot guy has to be hit by his own projectile. All of this projectile stuff makes a interesting concept for the gameplay loop. Do you prioritize getting the right projectile for this specific enemy type or do you focus on wiping out what you can with what you have. 


Things I wanted:

A general tutorial showing what projectile does what I think it was cool to have the player learn what this projectile does and how it only interacts with this enemy but the player has to learn that by failing alot. A projectile range with dummy targets would go super far in teaching the player how the game works.


General difficulty rebalancing. During the time I spent playing the game again either I suck at the game or its too hard for a new player to learn how to strive in the game scene. The enemies feel like they are too accurate because the movement speed of the player feels fast I end up lining up perfectly when an enemy fires at me which feels too harsh.  Going on further with rebalancing I think the player needs 3 lives or a health bar where each projectile does a certain amount of damage because  one mistake and you have to restart your run. 


Overall great game submission im glad you got it to work.

(1 edit)

This game is incredibly fun, the whole idea of bullets bouncing off misses is a great idea to make the player really consider their shots. Controls felt good, I ended up not needing to use the dash mechanic until the boss wave. My only issue with the boss was when it would reach its 2nd phase and had very little time to hit the boss but even though I died 3 or 4 times (I was wondering if there is a cap in easy mode) I was still able to beat the game! I think the upgrade system was well done and this has polish all around. I totally wish I could achieve this underwater look for my game.

Credits button leads to an empty screen (minus a UI button to go back)

This game deserves to be in the top 10 in my opinion 5 stars in all sections great job! 

Of the feedback ive received I think you may be the only person to truly understand the risk/reward idea of moving and staying one place which is super cool to see as a developer. Thanks for playing my game and providing feedback! 

First off thanks for playing my game! Your description is totally accurate! I wanted to make something unique instead of the standard bullet hell formula but lost some of that focus for sure. Your notes are actually on the nose there are lots of stuff that got cut due to time where a minimap was one of them! I am going further with this project after the rating period is over so I can get as much playtesting out of it. I am not much of a sound/music guy and the track in the game was made by my dad given time constraints we didn't have time to work on a track for the gameplay but will most likely have something in the future. Thank you for your review and feedback it means a ton!

I was able to beat your game despite it not having an end, I understand this is a jam game and time gets the best of us but here are somethings that I would needed to be fixed or changed in your next version:


Enemy bullets shouldn't send the player flying into the air

Enemy bullets sometimes phase through a platform they are shooting at causing then to fly throughout the map

Enemy collider for the slingshot needs to be raised, instead of the bullet going through the center of the enemy it should hit the entire enemy to disable it shooting

Some platform structures have an edge you cant get over without jumping like your Z shaped platforms

When the player hits the side of a platform they freeze in place I am assuming this is because there is logic in place that says if the player is touching platform player vertical velocity = 0 which makes for some odd hanging options for the player.

Slingshot bullet size could use increasing

Win condition could easily be a a box collider where the stone is in the box we run a win function that changes the screen or does something.


Okay changes/fixes over.


This game is simple and once you kill a good amount of enemys is straightforward to beat for sure. For a first game/jam project I think you did well given how ever much time you gave yourself. Well done on posting a working game!

What I liked:

Movement is super tight and responsive the best way I can put this was I felt like my movements were precise but not floaty.

Gun options are cool but was wishing for more maybe I didn't see it because I couldn't get far enough?

Music and art style was well executed nothing felt out of place.

Story premise was simple and I thought it was a good addition to drive the player to play.

Minimap looked good on par with games like enter the gungeon or binding of issac.


What I wanted:

I wish this game was a bit easier for me, maybe I am not skilled enough to do well in this game but I think the enemy always knowing where you are made things super tough. I was using the shotgun/musket mostly and they still took 3 shots to kill an enemy. 

Gun swapping to bound to scroll wheel instead of a key.

More gun options (Could be there I couldn't get past a sword room)


Overall this game has great potential to be something more and needs more polish to bring to a more fully fledged game.

(1 edit)

I got a score 1269!


Things I liked:

I really liked the simple art style as it was silly, like you knew you weren't trying to make perfect circles or have a consistent art style other than everything is quickly drawn, lines don't match up, and generally wackiness. 

Music, sounds, cutscenes, and text flow was really well polished for a jam game, going to Oklahoma for a milkshake just to end up having to fight demons is a silly concept and the cutscene sold that.

Builds and upgrades system was well done I was wishing the auto gun fired auto instead of every click or in a burst since its an auto gun but no matter was still a fun.


Things I wanted to see:

I would have really appreciated a view upgrade I felt like I could be shot by enemies before I saw them which really ramped up the difficulty. 

Map variation, the red map works fine but if were in Oklahoma I thought I would have been fighting on some streets or in an office building, maybe there is some changes once I get to a high enough score but I am not good enough at the game to see if there is a change in level.

How to play? button has no function which is okay I guess the game is relatively straight forward but seems like a feature that would lead you to the tutorial that never made it.

From reading the comments on this post there was a dash mechanic I had no idea maybe I did need to know How to play.

A change to enemy bullets sprite or the output of bullets, at some point I couldn't progress because no where was safe I couldnt stand behind a wall because there was more I think the wave system needs some more fine tuning or the enemy does or maybe I just suck all could be true. 


Well done game for the jam!

This game is simple and charming I did have to do a few runs to figure out how to actually get score without being able to shoot back but once I figured it out, the game was relatively straight forward.


I really liked the art as it was simple and charming along with the music which wasn't too repetitive that it was annoying.


I think the snake trail was a innovative idea but I wasn't a fan of how tight it was lots of times I would go backwards on the line accidently when just spawning and lose a life because of it.

As for the seeking enemies my first few runs of the game I had no idea they would seek because they just sat in the corner and did nothing until I read the game page and learned that's how you get score by luring them and getting them to run into a trail. I think there needs to be some way to tell or increase their detection distance so the player understands that's how you get score. 


All things considered a decent game!

Thanks for playing the game! 

I am so proud of how different of a game this compared to the usual bullet hell mechanics of a big enemy and you shoot at it and dodge. That being said you are totally right since the jam submission has been out ive gotten feedback like yours to make changes on things like increasing the viewport to be a bit more managable, and really working out the smoothness of the game.

Again thanks for playing the game and providing feedback <3

Yes I am using windows

This game was actually really cool! 

Bugs I experinced:

On my first playthrough I touched a bat or something happened where my player sprite flipped upside down I wasn't able to recreate it but the player still worked fine despite the asset being flipped.

During my second playthrough I noticed that I was gaining velocity along with my bullets as long as I survived and held space I could keep gaining speed which I don't think is intended.

The skeleton enemy spawns bones in a pattern which was cool and fits the theme pretty nicely but when I killed a skeleton that already had bones spawned the bones still shot out unsure if bug or feature.

Things I liked:

It took me until my 2nd playthrough to understand that if I stand in a color it slowly makes that choice and enemy deaths will drop either green or purple 'blood' to change the stage which is super cool way to change it up.

Art assets were simple but felt a bit out of place given the rest of the style of the game I understand this is just  a sprite pack but I don't think they fit the games stage well.  and the music was decent enough where it wasn't too repetitive to be annoying but still catchy.

Things I wanted:

I was wishing for diagonal shooting without having to move diagonal given the nature of the movement there were lots of times where I was just off a few pixels from shooting an enemy and id have to readjust, which could be a feature or not but I found it somewhat hard to hit enemies.

I was hoping to know if a enemy was purple or green but had  no good way to know, maybe I missed something but having that info would have been nice.

All around this game was fun simple and fit the jam theme well done on pushing out a game for the jam!

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Unplayable for me, I was trying to hit z to start the game but it sent me back to the main menu. On the one time I was able to get the game to run I had no idea what the controls were so I hit esc and in the pause menu the mouse constantly moves down so I had to fight to bring the cursor up. Wish I could have played this game looks like a fun retro style bullet hell.

Update: I was able to get this game to work the trick is to not hit any key but Z or C and arrow keys otherwise it causes a crash in fact most things cause a crash in this game but that at least will bring you to being able to play which is great. For other folks reviewing hit Z once and once the player character is in the scene you should be good to play it and input keys otherwise crashes.

This game feels good when it works and gameplay wise was fun well done on the submission id look into why some the issues I had were occuring.

I had an issue with lauching the game for all future players after extracting the folder rename the data folder to BangBangShootyShootyGalaxy_Data so the game can run.

I think the visual style and overall feel of the game is really good and with some more level design could be something more! Im not sure why but the player character is going to the bottom corner of the screen at all times so you have to always be moving in another direction to stay out of that corner and dying which I don't think is intended. I was a bit lost on what I should be picking up, I did pick up the large red orbs but had no idea what they did per say. I was able to pick up the shield person or the person that said they would be my shield but I immediately died after so I don't know if it worked or I was killed because I was in one place for too long.

Enemies tend to bunch up which seems fine just a big crazy to see like 10-15 enemies in a corner, I was able to make it to the 2nd level but had no time to see my score on level 1.

I enjoyed this game despite some of the issues I encountered.

Your game was a fun take on a bullet hell I was not expecting to do a dating sim aswell. I did manage to beat the game only just barely and was hoping to see a final score. I didn't encounter any obvious bugs other than sometimes a bullet could just graze me and I wouldn't lose charisma. This game was short and simple and fit the jam pretty well with its own spin. Well done!