Play factory
Bullet factory's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Creativity | #4 | 3.529 | 3.529 |
| Gameplay/Fun | #5 | 3.235 | 3.235 |
| Overall | #15 | 2.941 | 2.941 |
| Graphics | #22 | 2.824 | 2.824 |
| Theme | #33 | 2.647 | 2.647 |
| Music and Sound | #36 | 2.471 | 2.471 |
Ranked from 17 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game follow the theme?
You have to create a factory that uses waves as the main mechanic
Did you use any pre-made assets? If so, credit them here:
I made everything from scratch myself :)
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Comments
What a cool mechanic, really hooked me once I understood it! It took me some time to grasp the core concept, but when it finally clicked, I played the game like 10 times. However, the mechanic could definitely be introduced better as I said, it was confusing to understand. The shop could also be a little more fair in its distribution. On some runs I never found a splitter and others had no passives, so I think it could use some fixed randomness. Also more and better guns, side guns are useless imo. The core mechanic is absolutely brilliant and creates really cool gameplay loops. Overall, this is a really solid game that with some polish and tweaking could be a real banger.
Thanks for playing!
I do think that i should've improved the tutorial, but i just didn't have enough time. I would definitely update the game if it would have enough attention.
Currently, the pool of items (or, at least, weapons) is not expandable without adjustments to the UI. It would take some effort to make the UI and the sprite table (TIC-80 problems) work for a pool larger than 15 tiles on each category. I thought it would be enough for now but in the future it would definitely need a rework.
Also, if i would update the game, i would probably rewrite the whole game to Love2D instead of TIC-80
I got insta-killed in round 3 lol. The building mechanics is interesting. The problem is the cost of connectors to chain between buildings are almost the same as weapon buildings so you end up having to wait another wave to activate a weapon building. I can only buy 1 or nothing after each wave as money reward seems to be pre-determined per wave. Not sure, I may be doing it wrong. I will give it a try later, I got demotivated after several attempts of losing fast. My skill issue.
The low-res pixel art is charming and consistent so very good on that. The explosion particles are too many and some too huge, and at first I mistook the yellow ones are coins to grab lol. Retro soundtrack and retro sounds is a good decision. Overall I think you did great.
Thanks for playing! The fact that you can only buy 1 or 0 upgrades per wave is actually intentional, you have to save money to buy expensive upgrades
Okay, got it. Gotta retry later. 👍
I liked the music :) you should make more songs
Loved it so much! ;) needed some time to get used to what to use - i think the splitters are far too rare, especially in the beginning, when the shop is small.
Homing, bouncing, piercing front shottgun carries so hard, that you dont need any other guns anyways haha.
Some ideas:
–> hell i played far too long! :D
Thanks for playing! I will consider these ideas in the future, but right now i would rather join other jams.
Oh, about side guns, they are pretty good because most enemies can only shoot you it you're right in front of them, so side guns allow to shoot enemies with them unable to shoot you back. I played with them a bit and i'm way more comfortable with them instead of the normal forward gun. Grace period, more splitters and differently colored bullets are definitely good ideas though
At first it was slightly confusing cos i couldn't figure out how to play but once i got the hang if it, it got quite fun! btw i really liked the arcad-ey style of it
pretty fun when i figured out how to play! i remember i commented on the descriptions, and actually, i found everything perfectly understandable this time around. good job!
the tutorial is definitely a bit long, so it was hard to remember everything before i started, but besides for that i liked your mechanic a lot. color choices were also great
Thanks for playing! I know that the tutorial can feel a bit long, but i wanted to explain everything and there's only so much i can do to not make it take 30 minutes to read. That said, i might make a separate controls menu in the future to make it be a bit easier to understand
in the future, a better way to do it would be to introduce mechanics incrementally. for example, in the beginning the player only needs to learn how to place a block so you just start with that, then explain how they are supposed to connect up to each other, ect.. it's less overwhelming this way.
I like the creativity in the gameplay here. I like the music you've got here. I think it should go longer before it loops, since the player can spend some time thinking. Is there a way to revisit the rules after they're initially presented without refreshing the whole game? I saw something about rotation, but I couldn't figure out how. I think the wave aspect was a unique take on the theme. I would love to see something more visual indicating the wave other than the blinking of the tiles. Maybe a moving vertical line (since it's a graph, I'm thinking of the vertical line test)? Or something bigger that flashes?
Thanks for the feedback! Yeah, i thought about the rule revisiting thing but i thought it would be unnecessary since you would probably die anyway, and the tutorial refreshes when you do. I did not think about changing the wave, i could've done that too