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Iron Nest's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Audio | #7 | 3.913 | 3.913 |
| Visual | #10 | 4.174 | 4.174 |
| Overall | #11 | 3.913 | 3.913 |
| Theme | #15 | 3.696 | 3.696 |
| Fun | #18 | 3.696 | 3.696 |
Ranked from 23 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?
We made everything during the jam, except a premade bullet system from previous games (it is made to work in any game)
Are you using any AI generated assets?
No AI
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Comments
Super cool! Really liked the boss fight! It's cool to see one of those SNES/GENESIS-era segmented bosses. Stage graphics are amazing, and I absolutely love how obscenely overpowered the bomb feels, lol.
I like the emphasis on routing and careful planning of both movement and shooting! It works well with the game’s pacing and attack patterns. I beat the game on Normal mode, but on higher difficulties, the recovery window (especially when re-spawning) can get pretty narrow on some of the trickier parts such as the spread patterns. When fighting each mid-boss, I was crossing my fingers hoping for an extra bomb, lol.
Other than that, the level design feels very well thought out, and the shrinking play-field is very fitting for the environment. Good job!
Really nice fun retro style game, was a lot of fun to play and was challenging but not unfair. It feel very well made and slow down while shooting was good as gave reason not shot at times too. I did make mistake thinking the level/terrain would deal damage so kept avoiding it until I notice it did nothing, could be interesting if it did combined with the shrinking camera.
The boss fight was the best part, very well made boss that looks great and was fun to fight, it wasn't too hard but still hard enough to be challenging.
Great game, great work on it, art was great and a lot of fun.
Thanks for the kind words! Really happy you enjoyed the retro style, how well balanced everything felt, and especially loved the boss fight. The slowdown mechanic has been hit or miss with people so we’re glad it was a hit for you too.
Yeah, maybe we could’ve added some translucency to that frontal terrain layer. Hopefully it didn’t negatively impact your experience too much!
Very polished and well-crafted. Great references in both the soundtrack and the core gameplay. At first, I found it strange that the character slows down while shooting, but later I realized it adds another strategic layer, and it ended up feeling perfect that way.
I also initially thought the first layer of terrain dealt damage. I avoided it for a while until I realized it didn’t. Maybe with the shrink mechanic it’s not even necessary, or it could perhaps be a layer positioned closer to the camera. But it’s not a problem at all, just an observation.
The boss fight is definitely the highlight, especially with the shooting patterns combined with the shrinking arena mechanic.
Congratulations to the team, great work.
Thanks for the awesome feedback! Really happy you liked the game, especially that boss fight we put a lot of time into. And your observation about the terrain layer is super helpful, we’ll be sure to keep that in mind for future jams.
Nice game ! The theme is well respected. I find the character a bit slow, but that’s what adds difficulty to the game. I really like the fact that you move more slowly when shooting, because it prevents you from just holding down the fire button without thinking. Well done!
Thanks so much! We’re glad you found the slowdown mechanic interesting, it was meant to add more strategy to the game and it seems like you appreciated that.
Incredibly solid entry-very underrated! The gameplay is smooth and the playspace transitions are very nice:) My only complaint is that the player feels very slow to move but it doesnt really matter:)
Thanks for playing! Really happy you liked the gameplay and transitions. And yeah, the movement speed can feel slow at first but it settles in nicely once you get going. Super appreciate you leaving your thoughts.
I started off with Ultra difficulty from the very beginning, and then died on the very first enemy or so because I thought I could get away with just holding the shot button lol... It took a couple tries to get used to the slowdown, but then I managed to clear after only dying 3 or 4 times at the boss.
I liked the game - satisfying visuals, wonderful soundtrack that reminded me of One Step from Eden of all things for some reason, and the gameplay, while complicated by the slowdown mechanic, flowed pretty well after getting used to it (I do appreciate how the enemy health is on the lower side to compensate for the player's downtime on attacking). Boss fight was pretty solid and enjoyable as well, I liked how expressive it was with its movements and wiggles.
If I were to nitpick, I'd just point out a couple things:
- The gameplay during the stage portion mostly involved timing the shots properly, dodging the enemy attacks was pretty trivial as you only have to go up/down. Some of the tougher enemies had more complicated attacks, but overall I feel like the stage portion conditioned you to simple movement/attack choices while the boss required a bit more complicated decisions, which caught me by slight surprise
- The power bar, at first I thought it's some kind of special ability - I tried pressing a bunch of buttons while it was full and nothing (except accidentally activating a bomb), had to pause to check the game's page for controls again which is when I realized there is no special ability in this game... I'd see if it were possible to use a different way to show the power level or add a "power" text/icon that would clearly label it as such
Solid work overall, congrats to your team, and thank you for sharing!
Jumping straight into Ultra like a menace, that “hold shoot and pray” strategy getting instantly punished is very on brand haha.
Really happy it clicked after a few runs and that you enjoyed the boss. Also the One Step From Eden vibes is such a sick comparison, I am sure the audio side of the team will love that one.
Yeah, the “power” bar was something we debated quite a bit internally, so it is nice to hear it made sense in the end. Unfortunately we did not have time for a proper tutorial, but given the constraints and the feedback so far it seems most people got the idea by the end of their run, which is reassuring.
Thanks a ton for playing and writing this up, and seriously, clearing Ultra with only a few deaths is kinda wild!
Ey, I'm really thankful for such a detailed feedback! To be honest, balancing the stage was already pretty difficult and with the time constraints I couldn't think of more interesting bullet patterns like the boss ones, they had to be put together and with the shrink mechanic. It pains me so many people feel conflicted by the slowdown mechanic though, I put a lot of time into tweaking the speed changes and how it worked, and believe me it was slower on a previous build.
Like Zearoh said, maybe a tutorial would've helped, but in this case, I think making a focus button rather than when shooting would've worked better, but like other things, we didn't have time to implement and test them.
It is also the first time I make a stage of a danmaku / bullet hell like this, including researching... I would love to know more about these differences to make good ones, I'm mainly playing Touhou games, but I don't see much of a difference (on the first stages, the difficulty ramp quite high after stage 3 on those).
Anyway, I've read all your feedback and it is very much appretiated, I like critical feedback because it really helps understand what people see and think of the game, the game's problems and what needs revising or improving. It really helps me grow as a developer.
Thank you for taking your time writing this and playing the game!
Hah, THANK YOU for noticing the One Step from Eden influence in my work!! I am a huge fan of Steel Plus who has had a big impact on my style. Maybe we should work together sometime!
Wow, didn't expect my guess to be so accurate 👀 Definitely a fan of Hagane's soundtracks myself - OSFE, Maiden and Spell, Rabbit and Steel, Crosscode's DLC... Listening to your other tracks I can totally feel some of that influence, would be fun to make something of a similar vibe sometime!
Small but polished game and very fun :D
When I finished the level I wanted more haha, before playing I read about going slow and that was also my 1st impression but when I saw I could go faster if I didn't shoot, the game turned into a very fun experience with a great difficulty
The songs are great, really give the Cave vibe, I haven’t played those games but I have listened to the music and it really reminds me of it, the visuals are also great and I really like how clear you can see the bullets and each dead didn’t felt unfair, maybe only when you kill the big cocoon and the screens shakes a lot making me not seeing the enemies…
Outside that, the gameplay is smooth and fun, I like the progression of the weapon and how easy it is to remember the level, at the 3rd run I felt I had a good chance to clear the level on hard and I did! I beat this on normal and hard, maybe another day on Ultra
The bomb is very powerful and I like that, also I like the design of the enemies and the boss, the background is nice and playing with the game area really fits the theme in a fun way but seeing your pieces going away when you die because you didn’t reach it feels a little sad haha
When I see the game as a whole, it’s charming and as I said, I wanted to play more. Very nice entry! ^^
Thank you! Such a detailed comment, haha. I think the "slow" part is because of the focus shot, I definitely should've put more time into it, we didn't have time for a tutorial, so I think a lot of people missed the shoot mechanic. I'm glad you liked it, we couldn't do more for the time constraints sadly.
Damn! This game has sooo much polish for the time frame. It honestly feels like it was made by a studio. If you haven't already, you and your team should seriously consider working together on games in the future because its obvious you all work well together.
Thank you so much. This was my first time teaming up for a jam, so it was a new experience, I honestly understimated how much communication matters when working on a team, I apretiate your praise, but making a game for a jam and making a commercial game is a very different thing, it is much more difficult and requires much more time, so it is not that easy than just teaming up xD.
No nonsense straight to the point! the player felt slow, but it felt well designed around it, the only time i ever got frustrated was when the centimech would come up right on the back of the screen with no warning and instakill me, but the system for repicking up your powerups really helps aleviate the frustration of dying in a game like this. I played on normal, and that felt perfect for my skill level. The game is beautiful, the sfx are great, the gameplay was fun, this was a great time c:
Thank you for your feedback! I wanted to have a warning telegraph at some point but didn't have time to add it, and about the player speed, honestly, I've seen a lot of people mentioning it, but I'm not sure it is because the shoot-focus mechanic is not explained or the player is just slow, I didn't want to make micro-dodging too complicated either. For context, the shoot-focus is basically that shooting slows down the player, which I copied from some Cave games, I could however put a focus button...
i agree with your design choice, i want to focus on that the game is designed around the player speed, in another game it would feel sluggish here it just made every movement feel deliberate, faster speed would have been harder to control and balance around, i think it was a good choice c:
This game was fun to play! I really enjoyed fighting the boss, learning the patterns. It was also satisfying dodging the projectiles. Here's my score :)
Amazing! Ultra is quite hard, I'm glad you enjoyed it, that seems like an impressive score, I barely can pass it myself, so it was very hard to balance it around, hopefully it was not unfair xD.
This was incredibly polished. I honestly forgot I was playing a jam game for a second.
The sound design was great too. It was subtle enough to let the music shine, but still present enough to give good feedback during gameplay. The music track also fit the classic shmup vibe really well. The shrink implementation was a really cool idea and was nicely executed. I also thought it was really impressive that you were able to include and balance multiple difficulty modes for a jam game.
The boss was a big highlight too, both visually and mechanically. The art and animation looked great across the whole game, and there was a nice variety of enemies. The title screen and UI also added a lot to how polished the whole thing felt. The whole game felt very complete.
Thank for the kind words and for playing. Really glad you enjoyed the game!
Thank you. I thought the first days as I was testing the stage difficulty that different levels of difficulty would help different people be able to enjoy the game, especially because bullet hells are challenging by design, and I wanted most players to enjoy it. So every enemy was tailored manually for that, and the first stage waves we were testing were horribly balanced, after that, I figured that balance could actually make a big difference in how well or bad the game is, so that's why it is such a focus on the game. This was a really important lesson on game development during the jam!
Haha, sorry for the long text, I'm happy you enjoyed it!
No worries at all, I honestly like seeing people talk passionately about what they made. Balance is one of those things players might not always notice directly, but they definitely feel it.
I know how much time it can take to fine-tune a game, and yours had quite a few difficulty levels, so I’m sure that took a lot of work. It really came through.
wowww the art, graphic, gameplay is so nice, i was abit confuse in how to shoot but i later figure it out, very cool the shooting mechanic of the game is very satisfying nice game!!
Thank you so much! Glad you stuck with it long enough to figure out the shooting and liked it. We might need to make that part a bit clearer, but I’m really happy it clicked for you in the end.
Very happy to see difficulties selection menu, I beat the game on Normal, and tried Ultra difficulty, but could only reached the boss. I wasn't so comfortable with normalized movement, the movement also felt too slow, so I was mostly move up/down without firing. I had fun playing, the boss section was really nice.
I see, the player speed being slow was something other mentioned, I will definitely look into that after the jam. About the normalized movement, do you mean on controller or the diagonals?
I beat the game on Normal difficulty, scored 24330 points and also made some tries on hard.
I had a lot of fun, the game looks, sounds, controls and just feels great, things feel sturdy. The length and the difficulty (the difficulties, actually) of the sequence are perfect for the jam. The screen shrinking is well implemented, it really feels like an organic part of the game and the game ends with a satisfying boss fight.
That's probably just me and the overall game is balanced with this speed in mind but I kept feeling like the character was moving a slightly tiny little bit slower than I would have preferred.
Thanks for sharing!
Congrats, you did an awesome job!
Really happy to hear you had fun with it.
And yeah, that feedback about the movement speed is super fair, definitely helpful for the future.
Thanks so much for playing and for leaving thoughtful feedback, we really appreciate it!
Thank you for playing! Player speed was a tough factor to balance since we wanted a good balance of speed for micro dodging and macro dodging so the main way to control that is to stop shooting as shooting acts like a focus, still, perhaps we should move that to a dedicated button, so the player doesn't have to slow down to shoot.
Very nice bullet hell shmup with a nice implementation of the theme.
I like how here you’ve incorporated it both in the visuals (giant insects and all) and the mechanics with the occasional shrinking movement area.
Spritework and music are awesome all the designs are really cool, and the music really has that vibe i can’t quite explain that’s the same in many japanese bullet hell OST’s
I tried it on normal and i managed to reach the centimecha but couldn’t beat if O_o
But hey i had a good time anyway :)
Just so you know i tried the webuild at first but it seems to crash whenever you get hit, don’t know if it’s a bug or some odd browser thing so i ended up playing the download build instead.
Thank you so much!
Glad the shrinking area mechanic landed, and honestly reaching Centimecha on normal is already solid, that thing does not like visitors.
Really appreciate the note about the web build too. Would you mind sharing which browser and OS you’re using? We’ll dig into that.
Super happy you had a good time with it, that’s the main goal.
Haha yeah i noticed that thing didn’t like visitors O_o
For the Web build, i can confirm it happens when being hit, i’m on win 10 and i tried it on OperaGX and the error message said this :
“The error was EncodingError : Unable to decode audio data”
Hopefully this helps.
I confirmed that it was an issue that occurs with OperaGX, and it seems to do with partial support for AAC audio decompression, I will look into that and update it post jam, thank you!
No problem, sometimes browsers seem to have the weirdest most unexpected quirks.
But good to know in case i encounter other similar issues with other entries ^^
Simon and I appreciate the kind words about the soundtrack! My background is in Touhou-style music as well as Dodonpachi, so yes, you're definitely hearing the Japanese bullet hell influence.
No worries the praise is well deserved ^^
Dodonnpachi, the Touhou series, and even a bit of BlasingStar are definitively what came to my mind, and even though i’m no expert in these types of games i always apreciate their ost’s and yours really fits right in the same style with the same level of care to it :D
amazing game! the art style, the music, everything is on point! my only very minor notes is that the hitbox of the player is a bit strange, I lost life when I thought I'll be fine and also survived when I thought I'd be done for. but so many things to love in this game, also really appreciate the difficulty setting and controller option. great game, congrats!
Hey, thank you for playing our game! Glad you like it that much. If you don't mind, can you go into more detail about the hitbox issues? I didn't notice anything unusual when playing, so it would us figure out if something is wrong and update it post jam.