The visuals are a definite nostalgia kick, and the idea of grabbing ammo for the hero is a great idea. I was waiting for him to attack the zombie so I picked him up and placed him there instead :)
Play game
Bullet Buffet's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| The "I Want to Play This as a Full Game" Award | #4 | 3.471 | 3.471 |
| Most Appealing Art / Visuals | #7 | 3.588 | 3.588 |
| Best Use of the Theme for Story/World/Character | #13 | 2.941 | 2.941 |
| Best Use of the Theme for Gameplay | #15 | 2.529 | 2.529 |
| Most Appealing Sound Design / Music | #16 | 2.353 | 2.353 |
Ranked from 17 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
I couldn’t get the jam version to capture the mouse, but I found the version with the git commit 5min before the deadline and gave that a try. It worked! It’s visually interesting and the blading movement was fun, it could’ve used a single wall jump or something to hop off cars but the accelerations felt fine. The content was still pretty light, but I could see how the blading down streets blasting a pistol would be fun. I especially liked the pistol art!
thanks! glad you enjoyed what we were able to get in. technically there is a wall jump, but it requires a sloped surface rather than letting you jump off of an upright wall. you can try it by jumping off the hoods of some of the cars, you’ll jump a little sideways. maybe i’ll try to add a better wall jump in sometime, sounds like it could be fun.
A good proof of concept that I wish was a little more fleshed out. I can see the style you were going for and the concept of an ammo delivery service on rollerblades is awesome.
Rollerblading around the city and soaking in the vibes was really fun, so extra points for that mechanic.
Also, the camera controls are a bit bizarre. When I first loaded the game, my mouse was positioned at the bottom of the screen, so when I looked up, I did it in such a way that my gaze was fixed skyward, and thus I could not look downwards enough to pick up the item. Maybe you could work in a reset camera button?
huh weird, i know others have had issues with the camera that seem web-build specific. when not focused, it only moves slightly from the mouse, for more movement and visual interest than not moving at all. the normal view mode shouldn’t have that issue. it should go to the normal view mode when clicking any mouse button, i’m not sure why that didn’t work in the web build. i never had time to test the web build at all.
im glad you enjoyed what we managed to get done tho
Great idea and aesthetic, gameplay idea is really neat but obviously is a little unfinished. I think the sound design follows that trend too — the atmosphere was interesting but a little indistinct. The bullet sounds were great but for some reason didn't stop after the main shooter stopped shooting. I also couldn't figure out the bullet delivery system. Very fun idea and I had a great time just jumping around and skating around.
Great idea and aesthetic, gameplay idea is really neat but obviously is a little unfinished. I think the sound design follows that trend too — the atmosphere was interesting but a little indistinct. The bullet sounds were great but for some reason didn't stop after the main shooter stopped shooting. I also couldn't figure out the bullet delivery system. Very fun idea and I had a great time just jumping around and skating around.
the visuals were great, and I really liked the starting story pages that set up everything. I couldn't look behind me, which made it very hard to play, but I think you nailed the visuals. I think this could be a fast paced looter shooter style game but instead of doing the shooting, your just picking up the upgrades and secrets for the main character. great proof of concept though. could of just used a little more time I'm sure. great job to the whole team.
I liked the art and some of the mechanics could be good. I can imagine this as a fast paced game with lots of things to dodge.
I’ve read the other comments, so I won’t repeat what they are saying, but I mostly agree. I would like to add that, being a left-hander, your game is hard to play without supporting key rebinding or just setting things up so that you can use arrow keys along with wasd, and other keys have another binding that would be more comfortable.
We had the same idea with delivering supplies in a time of conflict, but went with a pixel puzzle-platformer instead. Please try our game and let us know what you think of it! Thanks!
I love the art and aesthetic of this game! It reminds me so much of the late 90's early 00's video games, particularly Pepsiman on PS1 where the NPCs are flat 2D sprites in a 3D world. The character controller is also done well, roller-blading around is pretty fun.
Unfortunately, I can't comment on the gameplay since there it is almost non-existent.
But this submission is a really cool proof-of-concept/prototype for the art and player controller.
I would definitely want to see a more fleshed out version of the gameplay with this atmosphere.
Kudos on the submission!
Hi there, i love the vibe of the game and story that gave context of the game. I found that when I first loaded the game the camera didn't give me a full range of movement. Maybe that was intentional so that people don't miss the ammo? I'm not sure. I think to improve the game you'd just need more content, more people to deliver to. Maybe obstacles and shortcuts built into the town to reward players for mastering the cool movement mechanic you've got going on. Cool entry. I loved all the texturing you did with models.
huh not sure what happened with the camera there, clicking the mouse should in that situation then give full control. and yea we all wish we could have gotten more content in, we had an issue with getting the task system working and getting enemies spawning. right now im working on a new spawner system actually.
we plan to continue working on this and polishing it up, and i would like to expand on it for a steam version, with a much larger city, more types of quests, shortcuts, etc. but that might be a while.
and amber did great art for sure.
Once I got used to it, the skating was really fun! Is there currently just the one task or did I break something?
unfortunately i think that's it. i know we had some issues getting the enemy spawning to work, for some reason godot kept changing one script on the main level to another script, which might've been related to that.
and thanks! i made that rollerblading movement and the rest of the player movemen, and i think it turned out well. i had spent probably 2 weeks on a bike controller and couldn't get anything working and switched to that a bit over halfway in.
i have a page up for other builds, one was added from changes made before the jam ended but couldn't be exported in time, so maybe check back in a week or two and maybe we'll have a post jam version with some of that fixed.
im not sure when the submitted web build was built, but if you want more stuff to do, there's just that one enemy, but behind the main building is a gun you can use and hidden around the map are a total of 30 bullet pickups you can use with it, if you want a completionist challenge. at the very least it's in the partially within the time limit build on the linked page.
thanks for playing!


Leave a comment
Log in with itch.io to leave a comment.