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Bios Invaders's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Fun | #8 | 4.045 | 4.045 |
| Overall | #18 | 3.864 | 3.864 |
| Audio | #28 | 3.568 | 3.568 |
| Visual | #31 | 3.932 | 3.932 |
| Theme | #52 | 3.182 | 3.182 |
Ranked from 44 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Are you using any third party assets?
I made everything during the jam except music
Are you using any AI generated assets?
No AI
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Comments
Really like this entry, nicely challenging, with a bunch of cool little additions to the genre (bonus pickups and dashes were neat).
Absolutely loved those chromatic aberration and fisheye effects, it gave a really solid retro arcade feel.
My only suggestion would be to give the dash a small little invulnerability frame, as I found myself getting a little swarmed with bullets, hoping to dash out the way only to get smacked in the face by a bullet I thought I was dashing past (oops!).
Good fun, lots of replayability, nice entry!
Thanks a lot my friend, really glad you enjoyed it. As I’ve mentioned below, that feature will definitely be added along with plenty of other awesome stuff :P
I can tell this game has a lot of love put into it. There's a lot of little details that really come together to make it a really fun package... Minus a few gamefeel issues that I felt brought things down a tad; but it's still probably one of the best games I've played this Jam. Primarily, I just thought your shots were way too slow, even after multiple firerate upgrades, which doesn't help when later enemies just have so much HP; and combined with this, I thought that waves were way too long and the fact that they were a static timer instead of being affected by how many enemies the player kills takes away some of the agency from the player; plus I think in general waves being shorter would make it feel more appropriately "unstable", since you'd have the "random effects" happening a lot more frequently! But I mention these issues because they are to me noticeable spots on an otherwise very impressive solid package. Great work here!
Thank you so much for taking the time to really dive into my game and leave such detailed and helpful feedback
Yes, I truly enjoyed working on this game. It was actually my first time trying the bullet hell genre, but I had wanted to create something like this for a while and the jam felt like the perfect opportunity to finally go for it
Everything you pointed out (and thanks again for that) has been added to my to-do list, along with some other feedback from the comments below. Updates will definitely come
Also, as I’ve mentioned in a few other comments, I plan to turn this little game into a much bigger project and I really hope you’ll be around to see how it evolves
Thanks again and happy gamedev to you my friend
Cool game!
Level 3 felt like such a huge difficulty spike, wow! I think adding some i-frames after getting hit would be nice, otherwise you can easily lose 5+ health at once if you happen to be in a bad position when the enemies fire.
The visuals are really cool and the game is fun to play. Good job!
Yes, I’ll definitely add that after the first hit you take ,thank you for playing it and I’m really glad you enjoyed it!
I WIN (after around 5 big runs).
I had a lot of fun playing, The game feels super good and there's plenty of unique content : the enemies, the passives to buy, the special events. I like the shop because you want many things but not all will appear and you won't be able to buy everything either, you might have to abandon a cool passive to buy your first damage or your first increased bullet rate upgrades you've been craving for instead because you've been shooting 5 bullets which deal no damage, that's super cool. In the same vein when you're doing big damage it might mean your health is not very well protected, the game is frantic, tense and all the more fun in these cases. The set of enemies is really good, they're all quite unique and the boss fight are fun especially when you're making at least some damage.
Great one!
I’m glad you managed to finish it it actually took me way longer even though I made it! Thank you so much for your kind words, and I’m really happy you enjoyed it. Best of luck to you, my friend!
Feels great. Nice progression curve. I would just ask to tone down the VFX postprocessing a little.
Wow, this game looks so dope and it feels really nice and juicy too :)
Thank you so much for your kind words and happy gamedev, my friend!
Terrific game! had fun playing it. visuals were great, simple but effective. Also there was enough variety to keep you guessing. Good job!
Thank you so much , I’m really glad you enjoyed it!
I absolutely love the art! A few bits of text were too small to read, but that's not a big problem. Other than that it's a really fun game! Great work :D
Yes, all those small things will be implemented soon ,thank you for pointing them out and for having fun with the game!
I died on level 3 a couple times like others mentioned (suffering from skill issues), but otherwise has a lot of fun! I really like the roguelike elements and how well all the art fits together, super pretty!
Yeah, as I mentioned in earlier comments, from Stage 3 and onward, things definitely get less forgiving , especially if the player doesn’t have a good item to help out. It takes a bit of time to figure out what works best for your playstyle.
That said, I’m planning some major updates after the jam, and I really appreciate you playing it and enjoying it.
Take care and all the best, my dude!
I just dove into this one and had a blast from start to finish. The moment it kicked off, I was totally sold on that retro, CRT-filtered look—enemy icons and pixel art really pop, even if that filter sometimes makes tiny shop text a bit fuzzy. Gameplay is super responsive, and I love the upgrade system letting you stack multiple tiers at once—it feels way more flexible than those “one upgrade per level” roguelikes.
The soundtrack is an absolute hype machine, perfect for those insanity ramps at higher stages. Speaking of which, level 3 smacked me with a big difficulty jump—some extra healing or a checkpoint between stages would have been sweet. A few folks mentioned life-steal or more heart drops would help, and I agree. The UI hiccups (buttons not lining up perfectly under the post-processing) are minor but worth ironing out.
Thank you so much for your detailed feedback , I’m really happy to hear that you had fun with my game!
Yeah, from level 3 onwards things definitely get a lot tougher, and if you don’t have strong items, it can be pretty unforgiving. As I mentioned in some of the other comments, I’m planning some major updates for the game after the jam, and many of your suggestions will definitely be taken into account.
Thanks again, and all the best to you, my friend!
Instant action and quite fun !
I really digged this one, i love the very retro style and the enemy icons designs, gameplay wise everything is nice and responsive, the upgrade system is also pretty cool, and i like how you’ve let players buy multiple tiers at once since the only limit is the price and not “1 upgrade per level end” like in many rogue likes.
The tune is incredible as well and really hypes you up for the insanity that comes especially on the harder levels.
I’m just a bit on the fence about the CRT filter, while i think it looks great and really adds to the character of the game, sometimes in the shop where there’s smaller text it makes it a bit hard to read i.m.o
So i don’t think you should get rid of it, but the readability of text could be a problem :/
Other than that Great entry ! ^^
Thank you so much for your detailed feedback!
Yes, that was exactly the idea , to let players spam their upgrades if they have the bits, and I really appreciate that you understood their importance and took the time to dive into my game and enjoy it
Incredibly fun! I kinda wish there were more opportunities to heal, but otherwise it felt great to play.
The crt/chromatic aberration filter is great, but it kinda messes with the UI a bit too much. The hud near the top of the screen is a tad difficult to read, and some buttons don't completely match where they appear on the screen. These are easily solved though, just make the hud bigger for the first, and give the game a custom mouse that's rendered before any post processing takes place for the second (buttons will still be displaced, but the mouse will be displaced with them).
There are definitely a few small issues with the UI and buttons that I absolutely plan to fix, and I’m grateful for your suggestions.
All the best and happy game dev, my friend!
Wow, this is a great game! I love the CRT filter, gives it a great retro arcade feel, the variety of enemies and powerups is fantastic, and there's a ton of content here. It certainly gets challenging at times if you don't have the right set of powerups by the later stages, and I would've liked to see a way for your 'on spawn' abilities to be triggered during the boss fights so they didn't become useless. Controls are responsive, and presentation is great, well done!
This was a great mix of gameplay, graphics, music/ sound all put together for a fun experience.
I had fun playing it :D
it's a fun and visually appealing game, i caught myself playing it for a half an hour lol, the post-process is too much tho tbh
Roguelike elements are tough to balance. The difficulty spike every 3 levels is pretty intense. A few notes:
- The enemies that shoot projectiles on hit should have a cooldown, they are too op against attack speed builds.
- Feels kind of bad if you don't have the life steal upgrade against the bosses.
- % to drop hearts when enemy spawns is useless against bosses.
Overall very fun game. I see potential!