Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

Bullet RouletteView game page

A grid and turn based top down strategic shooter
Submitted by SbeifGames, Gnommy, Kape99, Lauro-Vincenzo — 1 hour, 52 minutes before the deadline
Add to collection

Play game

Bullet Roulette's itch.io page

Results

CriteriaRankScore*Raw Score
Gameplay#93.8933.893
Overall#293.7143.714
Gameboy Soul#343.9643.964
Quirkiness#383.6433.643
Graphics#424.0364.036
Secondary Theme Interpretation#493.4293.429
Soundtrack/SFX#603.3213.321

Ranked from 28 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game meet GBJam's theme?
Bullet choice is randomized and you might get the wrong one at the wrong time

Leave a comment

Log in with itch.io to leave a comment.

Comments

Viewing comments 24 to 21 of 24 · Next page · Last page
Submitted(+1)

I really liked it, the random bullet choice makes you changing strategies just in case and that feels nice usage of the unlucky them. The graphics are really good and I liked how the camera change and character flip helps understanding you are going to do the next action in that direction. The only thing I felt was that, after understanding a bit the game, it was difficult to lose so it lost the challenge in some way. Awesome work in general.

Submitted(+1)

definitely feeling all of the crypt of the necrodancer vibes from this.  and loving all of the aesthetics as well as a good theme interpretation . I think my only gripe is that it feels like im dealing with tank controls when moving my character.  

(+1)

yeah, like it! art and music are great, and it has a crypt of the necrodancer vibe in play style.
the random bullet selection on firing is definitely appropriate for the jam theme, but I wonder if the selection could have occurred before firing, so you always know what your next bullet will be, and can base your next move on it. Might have introduced a little more strategy perhaps. Very solid base of something here if you wanted to continue with it.

nice work!

Submitted(+1)

Very polished and fun, it reminds me a bit of Necrodancer. The art and colors are very nice, and it's all presented super well. The movement controls are unique, but I think they work nicely on the most part. Though as the levels get bigger and more difficult, there's a lot more time spent mashing the button which irritated my hand a bit.

The difficulty spike after mortars are introduced (level 3?) is pretty extreme. You face a single mortar, then immediately get funneled into a room with like 10 of them and a bunch of slimes. Even after understanding that I had to walk between them, having to fight the two leftover in a small hallway alongside 2 other slimes approaching me felt like quite a lot to ask of me when I was still just barely being introduced to them.

The next level had a similar jump in difficulty for me, when you suddenly step into a marathon of slimes and mortars. I can see there's strategies and patterns to learn, and situations being set up specifically to teach me, but there's such a huge and continuous influx of enemies that it makes it hard to know what I'm supposed to be learning or focusing on. In this particular level, dying meant charging through an army of easy slimes just to get another attempt, so eventually I ended up giving up. I think the design at this point of the game could benefit from simpler, more isolated challenges that demonstrate certain patterns and strategies, then saving the huge gauntlets for when the player has more experience with them.

But I do think this is a very good showing. A very impressive and well-made project overall.

Viewing comments 24 to 21 of 24 · Next page · Last page