It felt fun that I needed to specifically *ignore* the enemies and aim for the turrets - my first reaction was the wrong one even though I read the description :) The visuals are nice and clean; I would like to see more variety of enemies and patterns. Agreed with another commenter that some music would be nice, but the sound design still felt appropriate for the overall style.
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Bullet Hell's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Fun | #72 | 2.345 | 3.222 |
| Visual | #78 | 2.264 | 3.111 |
| Overall | #82 | 2.021 | 2.778 |
| Audio | #83 | 1.698 | 2.333 |
| Theme | #86 | 1.536 | 2.111 |
Ranked from 9 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?
All visual assets were created during the Jam except for one enemy, which I recolored and modified from an asset pack by o-lobster (https://o-lobster.itch.io/), as well as the death animations, which were also recolored versions from that same pack.
The sound effects used are from Asteroids Asset Pack by Hat Tap, pixelqube (https://hat-tap.itch.io/asteroids-asset-pack. Special thanks to them.
The game was made in LÖVE (https://love2d.org/) using three additional libraries made for the engine: serpent, sti, and bump. I reused code from a framework I’m building to make top-down games more efficiently, but the game’s core and all gameplay were created during the Jam.
This framework is still far from finished, but it already helps me a lot, and using it for this Jam was a great test. Unfortunately, I didn’t have enough time to put together a team, but I hope I’ll be able to for future jams.
Are you using any AI generated assets?
I used chatGPT to debug some code during the process of building the framework I used, which I've been working on for a long time



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