This is what I wanted mine to feel like haha. Really fun!
Play gaem
Viruzy's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Gameplay | #9 | 3.500 | 3.500 |
| Art/Design | #26 | 2.583 | 2.583 |
Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
Boss battle was a bit tricky without sprint but I love a good challenge. This was really neat! The only feedback I have other than sprint would be that it may be beneficial to have a few healing items, but I'm not familiar with bullethell games. I thought this was good considering the timeframe and was surprised to see that this is your first project in Godot! How did you like it compared to Unity? I've been thinking of making a switch to Godot.
good idea, maybe i should add heals to the game. As for Godot, I was studying it before i found this jam and was like, "hell yeah imma force myself to try and use what i learned" and I really liked how godot organizes things, even creating UI elements feels very good(just rendering / sizing is weird sometimes) but... I FOUND ONE THING!... disabling nodes... like, in unity you can just disable an object and re-enable it anytime with a simple boolean but in godot i couldn't get it to work lol. Also things i still have to check in godot coming from unity: how do you implement shaders? how do you implement save systems? how do you work with ECS?(does it even exist?) is object pooling manual or already implemented? I've also been taking a look into multiplayer, seems kind of simple? (i made a player host and another player connect in the local lan, both could walk around a 3D scene and see where the other was looking / position. took me 3 days)
I was really curious about how their node-based hierarchy feels compared to Unity's components. I've also heard a lot of people say Gdscript feels similar to Python. Thanks for the heads up about disabling objects because I do that ALL THE TIME in Unity ;-;. I'm looking forward to forcing myself to learn Godot by using it for a jam lmao.
good luck. as for the components thing, yeah, i've seen myself breaking things into multiple nodes instead of multiple components(cus they don't exist lol) this also caused some headaches cus i'm stoopid lol. there are 3 different ways of dealing damage to the player lmao, one of them is a damagable component(Area2D) getting detected in another script, then there is one where the player's script detects the damage itself for the Area2D and another is to the player's character body.
Game is soo good, the only weird thing is the dash doesn't work. Also the background is pretty uncomfortable to the eyes. Nice work!!
I’m not great at shooter or timing games, but the challenge kept me hooked! Nice job!
Genuinely good little butt-clenching game. It was fairly challenging.
I'm not an expert when it comes to bullet hells but the only issue I personally found gameplay wise is the fact that I was a bit unsure on the explosion's range. The rest it comes down to the lack of polish, which was obviously expected
I’d like it if, after a character dies, the game would respawn them roughly in the same spot where they died. The idea of the player triggering an explosion is pretty interesting, but it could use some refinement.
As far as I know, the game was developed using Godot, why this game engine specifically?
I think it's too slow for a bullet hell, and the way of attacking with the explosion is a bit weird. The dash doesnt work (or i couldn't make it work) so that might be why it feels too slow.
The fire coming from above in the boss room is kinda buggy, it spawns at the center before teleporting up.
Other than that, i liked the boss and the ground tiles animation !


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