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A jam submission

Ricochet HellView game page

Shoot For Your Freedom Through Ricochet Hell!
Submitted by OoTrillionoO — 41 minutes, 43 seconds before the deadline
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Ricochet Hell's itch.io page

Results

CriteriaRankScore*Raw Score
Enjoyment#353.0003.000
Use of the Limitation#373.1673.167
Overall#463.0003.000
Presentation#532.8332.833
Concept#553.0003.000

Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Team members
OoTrillionoO, Brackets

Software used
Godot, JSFXR, Krita, LibreSprite

Use of the limitation
The finite number of player bullets and the finite amount of space the player has are core to the play experience.

Cookies eaten
OoTrillionoO: About 12, Brackets: 5 or 7

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Comments

Submitted(+1)

Super hard, but also super fun. It must be addicting because I ended up playing a long time trying out different strategies. I settled on making a "grid of death" and navigating between "safe" spots Fun game!

Developer

Nice, I think that strat is pretty good! I enjoyed 'the guillotine' where you'd stack bullets together in groups of 2 that would kill angels quickly (but also would kill you if you messed up). The 'Center Box' strat is probably what we found the most success with in practice though!

Submitted(+1)

Simple but really addictive, I loved trying to create hazard areas using my bullets, and training the angels through them, only to eventually mess up due to how chaotic eveything quickly becomes.

Developer

Glad you enjoyed it - I think creating walls or hazards in all sorts of setups ended up being really cool!

Submitted(+1)

Really cool game!! Really cool concept! It gets kinda hard fast, but thats okay, still had alot of fun!

Developer

Thanks for the feedback! Glad you enjoyed. It does get hard quite fast and I was concerned that it wouldn't be received well as a gamejam entry because of that, but seems like its gone over alright!

Submitted(+1)

I am not in danger I am the danger, and I'm actually in danger, oh god the danger, help please ack-

Damn these angels got hands, and so do my bullets lol, super fun game tho, quite liked it

Developer(+1)

Hi, The Danger, thank you for the feedback. We're glad to hear you liked it!

Submitted(+1)

I got a bit too invested in beating this game. It's surprisingly addictive. Dual wall of death FTW.

Developer (3 edits)

Thank you for playing and for your feedback! It is surprisingly addictive! In testing we ended up with various names for all sorts of strats that we came up with as we kept replaying it trying to beat it - "Walling, Double Walling, Guiotine, Progressional Walls / Progressional Diagonals, Boxing, Chaos Diagonals, Corner Boxing, etc." 

Out of curiosity, were you a vertical double death waller, or a horizontal double death waller?

Submitted

I tried both, and found the most success with vertical walls.

Submitted(+1)

It feels very polished. Having to dodge your own bullets is a cool concept!

Developer

Thank you for your feedback! I dig its concept too~

Submitted(+1)

I found the best strategy is to make a bullet death wall and lure all of the angels into it. Is there a win condition tho?

Developer(+1)

Thanks for the feedback! Yeah, that strategy works quite well, but you have to be a bit mindful of your own death wall.

The win condition is to kill 144 angels (its only mentioned in the description, but we were hoping to have that mentioned in a text box in-game). Killing the 144th angel should happen on wave 15. Its a tall ask especially as a game jam entry, but we kept it in case anyone felt up to the task.

Submitted(+1)

Good conceptually, but this game is at war with itself. I want to get more bullets in the air, but they move quite fast and are hard to dodge, so I'm making my own life much harder.

I would prefer if either the bullets moved slower or didn't hurt the player. There may be balance changes required for that to work.

I initially thought aiming with the arrow keys would be unplayable, but it doesn't really matter if you hit. This game tests your dodging skills much more than your aiming skills. Still, I think mouse aiming would be better simply to get more variety in the bullet paths on the screen.

Good entry - for all my criticism, I did have fun playing it!

Developer

Thanks so much for the feedback!

The game absolutely has that push and pull, but the bullet speed was something we went up and down on - I lean a bit slower too to lean a bit away from the self murderizing bullets being often more scary than enemies as you last longer.

The game does end up as more of a bullet hell than a shooter.

First working proto-type, the bullets were slower, and it was mouse aimed, but mouse aiming meant that bullet aiming would be slightly  off if people wanted horizontal or vertical bullets and they'd sweep across the screen - it just added onto the player's cognitive load when the game is already quite high-stress. (We also tested locked rotations for mouse aiming (0 degrees, 27.5, 45, etc), but fell on what we currently have. That said, it might be something funny to enable for players since it usually makes the game harder)
I do agree that it would be cool to have more varied bullet paths and I've got some ideas I've been stewing on that would require rebalancing the game that I want to play around with.

Submitted(+1)

Gotcha. Hadn't thought about the importance of predictable and consistent bullet paths. Excited to see where you take this.

Submitted

Like a bullet hell, I like it.

Developer

Pew pew, glad you liked it!

Submitted

I like the bullet hell of your own making concept!

Developer

Thanks for the feedback! That was absolutely what we were going for.

Submitted(+1)

I really like the concept of the game, and I think it uses the limitation in a very creative way. However, I didn’t really enjoy it all that much, because it felt WAY too easy to get hit by either enemies or your own bullets, it seems like you can only take two hits before a game over, but they seem to refresh? As do ammo and dashes, and it wasn’t very clear when you got more health or ammo or dashes, as well as the HUD was hard to read for that information. Besides the hard to read HUD, I did like the artwork for the game, especially the player character.

Developer(+1)

Thank you so much for your feedback! I agree that its absolutely a difficult game that can be hard to enjoy in practice. I'm not sure if the hurtboxes are the first thing we'd go to adjusting, but there's absolutely clarity improvements that should be made alongside difficulty tuning.

I'll update the description, but on its own merits I totally agree that the game should really convey the ammo, dash, and healing gains more clearly. Fun fact, the HUD was actually harder to read right before we submitted (the background was added in the last couple hours, which changed a lot how readable the text was) but our original mockup had it super clearly isolated! We kinda forgot about that.