Well, Mike ran in to problems getting ldjam.com working properly with about 12 hours left in the Compo, so this is the backup plan.
The whole building is collapsing, like what happening here.Try to survive in your room.
WSAD move, mouse aim & shoot.
Random stage, and there's no more content now after the boss fight :(
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Update 12.14
Fixed some gameplay bugs(including too much player hp)
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Update 12.20
Uploaded a post-jam version.
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-- This game might need directX and MSVC runtime library. If any .dll is missing, they are all downloadable.
May have an error on exit. The newest post-jam version don't have such a problem.
Downloads and Links
Ratings
![]() | Coolness | 73% |
#120 | Innovation(Jam) | 3.79 |
#459 | Fun(Jam) | 3.12 |
#538 | Theme(Jam) | 3.41 |
#597 | Humor(Jam) | 2.07 |
#643 | Overall(Jam) | 3.06 |
#686 | Mood(Jam) | 2.84 |
#689 | Graphics(Jam) | 2.86 |
Comments
Amazing concept +1. Really hard to dodge but the Hero'hp is high enough anyway.
Player and Boss's hp is both a bit high.
Hitbox too large to dodge boss' bullet patterns.
Making it a bit boring that player's choice seems meaningless.
The idea is very interesting, doing some tweak would make it feel more fun (Great potential)
The base mechanic is an interesting idea, but as others have said, it could use some tweaking. The high amount of health and abundance of bullets make movement seem unnecessary.
took me a sec to figure out what I was doing. I'm in agreement that the bosses and players life should be reduced. There at least should be some indication that you are hurting the boss. Anyway, this is one of my favorites so far.
流血的脑袋还有boss压迫感十足,游戏的视觉风格很强烈。多亏了血多,要不然早被弹幕弄死了,但也使得弹幕躲避显得无关紧要。大体积怪和Boss的血没有显示比较影响判断,一度以为我没有击中他。我觉得打砖块的部分应该是游戏策略性的体现,但实际玩起来没有感受到太多策略,值得发掘一下。
Boss和整体画面风格都很完整。但是boss射击反馈感不够强烈。弹幕游戏的基本要素都有,但是大概是为了难度考量,血量设置的太多了。。而且碰撞盒略大,应该考虑类似东方游戏一样,将碰撞盒表示出来。血条也可以更加鲜明一些~
躲子弹本能的位移被限制在一个房间里,虽然别扭,但反倒制造出了一种特别的感觉,算是某种弹幕游戏的变化版本,加入了限制。
玩家主要注意力集中在躲避部分,但是同时要兼顾如何推动游戏进行和如何瞄准的两者均衡也是很有意思。觉得周围的设计像是打砖块吧,如果可以打通一些路径或者是更具有策略性的话那可能会更好玩。
打砖块和怪物的掉落很有意思,或许也可以挖掘出更多的玩法,让玩家自由地掌握关卡的推进。
玩法赞w
by 叶默哲w & art9
@all 100 player hp was a bug.. already fixed (along with some other bugs)
Awesome idea!
Kinda hard do avoid the bullets. I managed to get to the boss, though.
Interesting concept, nicely adapted to the theme but I didn't like the camera movement and I really missed some music and sounds.
Nice approach to mix match3 / Tetris with 2d action.
This is like a prototype on which you can build a lot of ideas.
What to aim for was not clear to me, so I shot on everything. This should be more obvious, perhaps with some kind of short ingame tutorial hints.
Seriously cool entry. I love bullet hell shooters and the added collapse mechanics were a really neat idea. Graphics range from wicked cool (enemies, especially the boss) to a bit too much (high contrast textures, jarring colors).
Would you do me a favor? Watch "The Art of Screenshake", apply what you can agree on to your game, decrease the size of the player's hitbox in true Cave SHMUP style, add some sound effects and then upload the results on itch. I'll keep the game in my collection so I'll know when you update it. I would really like to play a more polished version of it.
One comment about deploying over itch.io: Make sure you mark your archive as Windows-compatible, otherwise the itch.io app won't install the game.
@Cerno_b Yes, it's not complete now and I'm planning working on it. It will be updated every week and I have ideas to improve it.
Neat game. Always liked some of action instead of deep long stories (more in a compo) so I saved in my HD. Well done!
This was actually really satisfying destroying boxes and watching everything fall as a result. I loved all the shadows it gave it a weird kind of paper craft feel.
Is this...a Dig Dug Bullet Hell?
It's a really interesting concept. I really like the mini-map design.
At first I was "OMg what the hell?", but then I began to understand and I found the idea not so bad. But hell, man, that's bloody impossible to play !
Good concept. It was almost impossible for me to figure out how to destroy the red boxes.
I downloaded it, when I try to run it, it says "missing msvcp140.dll" I downloaded it, then missing "vcruntime140.dll", then "api-ms-win-crt-runtime-l1-1-0.dll" and then...i gave up. I am missing whole library! You have to include some installers... BTW Have you written it in DirectX?
The game has good potential but it is needs some refinement.
I found that the bullets are too hard to dodge. Mainly because they are transparent (hard to see) and the player has a huge hit box.
You should have included at least one alternative weapon (could have been a power up) and some way of restoring hp.
Very interesting idea though. Good job!
This is a pretty cool idea! Was a little too hard to dodge anything, especially if you get unlucky and get several large enemies at once. I was only able to get as far as the boss but not beat it.
This is very interesting Idea, there is some problems with graphics and sounds but it is great fun.
I think that it will be better if hero have more space to go or hide somewhere.
post-jam & jam version both have played,must to say the design really innovation and match the theme highly,awesome!the evolution also powerful between two versions.
but all problems still in details,even in post jam version;the sound's degree of repetition is too high,makes sensory fatigue strongly with the color-offset effect(nice,but also a little bit overused.)
the importance-rank maybe: soundeffect>difficulty>BGM>....and i feel it still interesting and fun even without bgm currently..love it
finally,i found there are continuation of your usual bloody style of design,also have so many progress than before,nice work! also i think there are sine item's design is so wonderful(espically,i like the visual design of these blocks which looks like some alphabet so much) i think this is a potential idea which worth to explore more deeply.
cheers, hope to see the complete version in future.
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This is an interesting concept! Some bullets are almost impossible to dodge which I think should be fixed