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A jam submission

Bullet BoyView game page

in: The Dungeon of Castle Shieldenstein!
Submitted by Boudicca, StarrySkies, Infiniverse Studios (@StudiosInfini), Muntz Studio, granularbiomes — 3 hours, 14 minutes before the deadline
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Bullet Boy's itch.io page

Results

CriteriaRankScore*Raw Score
Visual#94.2004.200
Audio#93.8673.867
Overall#103.9333.933
Fun#143.8333.833
Theme#223.4003.400

Ranked from 30 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?
Our team made everything during the jam

Are you using any AI generated assets?
No AI

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Comments

Viewing comments 24 to 5 of 24 · Next page · Last page
Submitted(+3)

Character designs are pretty fun. The bow enemies were somewhat annoying before I figured out you could turn camera at 90-degree increments. Bullets being spent and needing to be picked up caught me by surprise, but I guess I should've read the description first :) Overall gameplay felt somewhat akin to classic Zelda or Binding of Isaac, with isolated rectangular rooms you have to clear one by one. This could be really fun as a fully-featured game.

Submitted(+2)

The controls are pretty solid, and dodging is especially fluid given how it sends you towards the direction you’re walking, rather than where you’re facing. I don’t see bullet management that often, but it’s executed pretty well here since the levels are finely-tuned to account for this. Overall, great job and presentation!

Submitted(+2)

Nice game! I liked the main mechanic (pick the bullets up or not); a small QoL improvement would be to autocollect when the room is empty. The MC is cute, and the story is too :)

For my taste is wasn't enough of a "bullet hell" until the last boss came up and more of a classic slasher/shoot-em-up game. The shrinking theme is well covered!

I think forcing the player to abandon the bullets more to be able to move faster/dodge would be an interesting direction. My strategy was mostly "shoot, pick em up while dodging, shoot some more".

I had some minor graphical/music glitches, but I played on Linux in a VM, so there is a lot that could go wrong there :D 

Developer(+1)

we were def more gungeon inspired than classic bullet hell inspired, and yeah ideally the game will eventually have more robust mechanics around bullet management, i'd love to not start full of ammo, and let you get upgrades like modifiers based on number of bullets, modifiers on how they're shot, and potentially special bullets you can pick up to shoot with.

thanks so much for the feedback and playing /rating our game c: 

Submitted(+1)

Its a pretty good game! I love the amount of polish put into this and the whole shrinking theme with losing bulelts and having to pick them up again! Music is also quite nice too! did you guys create the music?

I guess if anything, maybe having instructions for the control would be nice, I was a bit confused on how to dodge at first but maybe its becauise i dont play a lot of bullet hell games

The music while good feel slike there are two different tracks playing at once

but overall i think this is a very solid submission!

Developer(+1)

all music and sfx was created/mixed by Granular Biomes during the week period, just like all 3d models and animations were done by me c:

we ended up having to leave our tutorialization on the itch page due to time, thank you for your feedback!!

Submitted(+3)

Very nice game. At first I found the mechanic of running out of ammo and having to go pick up more a bit strange, but after a few matches it became part of the gameplay flow and I ended up liking it a lot.

The art style is really cool and has its own personality, and the excellent sound effects combined with the camera shake give very satisfying feedback. Maybe if there were a bit more field of view, the bullet hell feeling would stand out more — in the end, the dungeon aspect takes the spotlight. But that also makes it feel like a very original concept, and it’s a lot of fun the way it is.

I hate the sword guy, he’s annoying (and that’s a good thing).

Submitted(+2)

Very nice graphics and music! Good job! Just an advice (because I think the game is made in Godot), next time create also a browser version, you will get more ratings.

Developer

we did make a browser version but it was crashing and we couldn't bug fix it in time...... we have solved the issue tho and the web build will be up as soon as we're allowed to upload again c:

Submitted(+1)

Fun gameplay and I liked the assets they are cute :D Good job !

Submitted

Love the art direction + the soundtrack!  I agree with other comments about boss difficulty and lack of tutorial, but still, a very solid entry!!!!

Developer(+1)

How i wish i had thought to put lava behind the boy... we definitely were tuning our game for a lower skill audience than a lot of our competition, but feedback like this is super helpful, we learned a lot from this jam and are very thankful for your input!!!

Submitted(+2)

I love this!! If I were to have worked on another project, I would've absolutely chosen this one! It's charming, it's fun,  the art is wonderful, there's so much I love about it and so little I don't!
I feel like my only feedback is something that has already been mentioned, the camera feels a bit odd and I don't know if how it rotates is the solution (but still better than one I could think of!)
I think the only other thing I'd mention is the aim, and how it's a bit inaccurate; I had face that same issue with my game, and I opted into a different strat, which is to say unfortunately I wouldn't have any advice to give. It also might just be a me thing.
Otherwise, overall, I absolutely adored this game and how you guys incorporated the shrink mechanic! 

Developer(+1)

the solution to the shooting problem is probably to raycast from the mouse to the first object behind it and then shoot at *that*, but we just ran out of time after testing, the camera angle we're discussing a few solutions but probably the least destructive one is to make the walls on the side we're looking from transparent, once again an idea for a full release, we wanted to get as much as we could out in time for the jam c: 

Thank you so much for your kind words and feedback! it really encourages us to continue the project c:

Submitted(+1)

Ahh, that makes sense! And best of luck to you and your team! :D

Submitted(+2)

Very nice game. I really like the art and the music. The sounds are very pleasant to hear, too. Overall, it feels like an isometric-view 3D-rendition of Enter the Gungeon, and it delivers.

The gameplay has a few slightly weak points, like not telling you any of the controls (which would be fine if not for the fact that dashing is pretty much required in the very first room >.>). I really like the idea of picking up the bullets you shot, it forces ammo management that would otherwise be either annoying or game-breaking.

The boss fight was good, albeit rather easy. Also, the boss is entirely cheesable: if you wait a little and manage to get behind it, you can spam and clear it within ~10 seconds <.<

Overall, amazing submission, really goes to show your team worked hard on it!

Developer(+2)

we had to make some hard choices near the end of the jam so we left our tutorialization in the itch page for this one :p thanks so much Baron Shieldenstien is taking your notes and training hard for his next battle!

Submitted(+2)

I absolutely loved the art and sound! My biggest problem with the game is that the boss felt boring and uninteresting in comparison to the rest of the game. But other than that an extremely solid entry with a lot of potential to expand in on!

Developer(+1)

We were tuning the boss for a more hectic environment, we had a boomerang enemy like... 90% done but ran into a glitch that they just refused to actually throw their boomerangs... i think you can run into them on floor 3 still sometimes, but otherwise they got cut from the game. As a result Shieldenstien lacks some of his backup... Thank you so much for your feedback!! we agree the ideas for this concept are just flowing and we're definitely seriously considering continuing the project!! c:

Submitted(+1)

I liked the gunplay of the game, it felt ok and fun, one thing I didn’t like much was that when you kill the swords sometimes you can get hit despite the enemy being dead and that was a bit of a problem in level 3 where there is a cross of lava and 4 platforms

The setting of the story is good but I couldn’t see the ending, I don’t know if I kill the boss too fast or if I have to endure a very long wave of enemies but the door doesn’t open when I kill the boss… :(

I like the fact you have to grab your bullets again, make the game tense in a fun way and it can be a bit difficult to time in the boss fight, but it’s an interesting concept :D

I like that you can save because the game crashed on level 2 and I could start from there, but the Credits button doesn’t work on the main menu.

The game was fun just there were little things that can be seen a little more in the boss fight, I died 3 times after killing the boss because it kept attacking after dying haha.

In overall it is an enjoyable game :)
(No screenshot of clear the game, sorry)

Developer(+1)

yeah sorry we ran out of time for that implementation, killing Baron Shieldenstien is as far through the game as you can progress so congratulations! you beat it! c:

The knife thing is a known issue, and we're looking to patch it once the review period is over, thanks so much for playing our game so indepth c:

Submitted(+1)

I LOVED the art, I'm so about this style and how everything looks!! Unfortunately I wasn't able to play it because the only controls that worked for me were the camera movements :( Maybe I downloaded or extracted it wrong, I'm not sure, so I'm sure it's user error; but it looks super cool, and hopefully it'll start working for me sometime! 

Developer

can i ask what version you played? we haven't seen this bug before in any of our playtesting, any information you have would be really helpful thank you c:

Submitted

Of course! I played the Windows version, and I have a Windows 10 pro edition.
Everything ran fine, I was able to use the mouse, as well as the Q/E camera controls, but the movement controls didn't work, neither did shooting.

Developer(+1)

I can't think why that would be happening... if you have a recording of it that would be super helpful, otherwise i could try sending you a fresh build of the game... but if it's a hassle don't worry about it, thanks for the info c:

Submitted

Yeah, sure! I'll record and send it tomorrow! :]

Submitted(+1)

SO I just unzipped it wrong! There were two files in the zip, and I didn't realize I didn't extract both, after re-downloading it, it worked! :] Thanks so much for checking in with me!

Submitted

Really cool game, the art style looks great, specially the player displaying exactly how much ammo we have by how many casings were inside the model, great touch.
There are some aspects where it could be more polished, the camera feels a bit weird at times, specially in the boss room, the boss would sometimes be far enough away where it was kind of hard to see, would've also liked to be able to dash in other directions besides where the camera is pointing, but other than that it was a blast!

Developer

hey can you elaborate? our game design is that you can dash in the direction you're moving with the wasd keys, was that not how it functioned for you? if that's the case it's a bug and we'd love to know how it happened c:

Submitted

Hey, I went back to retest it, but I can't quite replicate it, not sure if while fighting the boss I might've done something specific that triggered it or if in the heat of the moment it was my brain freezing and giving me the wrong idea

Developer (1 edit)

Yeah, you’re not mistaken actually, I noticed the bug as well. It can be replicated by falling into the lava, for a brief moment afterwards the camera stops following properly, which probably caused the weird dash behavior. Thanks a lot for going back and testing it again 😄

Submitted(+1)

This was amazing! The gameplay was really fun and the room-by-room flow was really neat, the art is also quite good and unique, it reminded me of Enter the Gungeon in some ways, I think this game has a lot of potential, it looks more of a proper game than a jam game to be honest, I was a bit lost at the start but quickly figured out the controls and the bullet mechanic, the enemies were fun, and the game feel was very good, there are a few things I think that would benefit from more polish, but nothing major, the camera sometimes doesn't show the enemies on the bottom part of the room, I think a more bird-view camera would have worked better for that, and maybe a health bar for enemies. The boss also I couldn't defeat as I had to take the bullets dropped near it, but I always took too much damage xD, still really good game.

Developer

yeah we're in discussions about the camera, we're all considering continuing with the project. we went with this angle to try and find a middle ground that let you get closer to the models without sacrificing your awareness... but yeah there's a bunch here that hit the cutting room floor for the sake of time. thanks so much for your feedback!! c:

Submitted

If you want to try out things, offseting the camera with the player's mouse direction could also help have awareness around the player without sacrificing the view.

Submitted(+1)

This is awesomeee!! Always love a 3D bullet hell :) amazing art!

Submitted(+1)

Awesome project, Gratz!
I liked the way the character feels, moves, the ammo collection and overall art representation.  And the attention to details like the eyes or shield on the wall as you progress. In one of the good runs I (intentionally) didn't pick the ammo from prev room xD I loved it, this is how you learn. 

I think it's fun to shoot backwards w/o turning the camera (you do see bit). It makes it for a more tactical in-out situation, where yes, I go in to pick some bullets or kill an enemy but I need to retreat to the back of the room since I have a better overview of the entire fight. This is not professional advice nor did it influence the rating, I personally made a goal in 1 run of not turning the camera and I liked it. 

Once again, GG!

Submitted(+1)

Great designs and very fun to play. Seeing the ammo in the character and they getting smaller is a great mechanic and looks good too, having to be careful with shots and then running to get the bullets was fun. Dodge felt smooth and good, enemies were a good mix and the impact felt very good.

Overall an amazing game, this is a lot of fun and I would play it more.

Submitted

Very interesting take on the theme, and a cool mechanic that's well designed. The art style is great too. Well done!

Submitted(+3)

Bullet Boy’s bad casing day è _ é !

This is really cool it really feels like a modern take on something Rareware would have made back in the day :D

I really enjoyed the strategy of having to go around collecting back all your shots to “reload” it’s a clever mechanic.

The music is really what sold me though, that tune is so good XD

You guys did great congrats !

Developer(+1)

Now that you say it, yeah, it really does have that style haha. It actually wasn’t intentional at all, Glad you enjoyed the mechanics and music, thank you so much!

Submitted

Haha well the whole objects with cartoon eyes immediately made me think of Conker so i really thought it was an influence but hey, it doesn’t change the fact that the game is cool :p

Developer(+1)

I designed the enemies and have partial credit for bullet boy, and i think this is an example of convergent evolution. my inspirations were Clippy from Microsoft Word and traditional old timey animation, exaggerating the hands and feet by making them just the only thing there. Rare games i think similarly took very traditionalist cartoon inspirations so we ended up in the same design space, i take it as nothing but a complement c:

Submitted(+1)

Hmm i see, didn’t immediately thought about clippy but yean i can totally see it XD

Also true that the old timey cartoons did seem to have a thing for putting eyes onto objects so you’re right that’s probably where Rare got this inspiration in the first place :p

and you should your designs are great ^^

Viewing comments 24 to 5 of 24 · Next page · Last page