Play demo
Gun Soul's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Fun | #6 | 3.429 | 3.429 |
| Sound/Audio | #8 | 3.429 | 3.429 |
| Overall | #14 | 3.000 | 3.000 |
| User Interface (UI/UX) | #22 | 2.143 | 2.143 |
| Visuals(Graphics) | #25 | 2.429 | 2.429 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
DevLog Link
https://dylan-bee.itch.io/gun-soul/devlog/1652905/gun-soul-version-02-released
Developer Feedback Questions
Does the game feel fun to play?
Does the difficulty feel balanced?
Would you be interested in a full, paid release of this game with more content?
Any other comments or bug reports are welcome.
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Comments
Does the game feel fun to play?
Lots! I enjoyed it enough to do a handful of runs!
Does the difficulty feel balanced?
A bit RNG heavy on what 3 drops you got, but all in all I could manage.
Would you be interested in a full, paid release of this game with more content?
I dont play as many indies as I should, 100% on my phone, but not as a sit down desktop experience.
I had some UI issues where the game wanted to run in a small windows, thats fine but the cursor was really really big. Enemies also got stuck along the wall sometimes and it made them really easy to fight. Had a great time all in all, touch up the visuals a bit.
Good work!
I'm happy to hear you liked the game enough to play it multiple times!
The RNG and balance of the upgrades, I'm hoping to have improved in the next version. I'm thinking of implementing some sort of tier system for each of the combos where weak and strong effects are grouped together.
Thank you for your feedback!
Fun little bullet hell game with fun upgrades, but could do with a bit of a visual rework.
I'm glad you like it. I would like to eventually update the visuals (especially the enemies) after I balance out the upgrades/downgrades better. Thank you for your feedback.
I played twice. My first time I got to wave/round 3. The second time I played through wave/round 10, then intentionally lost, as it was too easy and getting repetitive. I was often waiting for the next enemy to spawn with none on the screen. I found the shooting enemy bullets to make them yours very powerful. I got that along with increasing my rate of fire, and that pretty much was all I needed. After that I mainly focused on minimizing the curses, favoring spike traps, and making the enemy bullets bigger, as they then benefited me. I think the gift/curse mechanic is neat, and a decent way to let the player control the increase in difficulty, though clearly some gifts are more powerful than others.
Based on your response and others', I need to better balance the gifts and curses, especially the bullet conversion one. This will give me a good direction to take the next update. Thank you for your feedback.
Some issues:
- when I standing by the edge of the playing area my bullets hit the edge and get removed straight away (biggest problem, I would say)
- heart placement is not very random, as we can see
- there is nothing to show how many rounds I have actually played here (which is a shame, as I want to show off that I survived for a ridiculous number of rounds)
- at this point, I can't actually choose the 'present' between rounds, since my bullets are still moving (slowly), and will kill one before I can make any choice
- the 'your bullets convert enemy bullets' powerup is kind of broken, I think (but some brokenness is ok, as it is fun to break builds in these kinds of games)
Please try my game (lockstep arcade). Any feedback is appreciated!
when I standing by the edge of the playing area my bullets hit the edge and get removed straight away (biggest problem, I would say)
I hadn't noticed that before. It seems smaller bullets aren't affected. I guess it must be an issue once your bullets get bigger? I'll definitely have to fix that.
heart placement is not very random, as we can see
Oh, wow! I didn't realize that about the hearts. I collect them right away so I never realized the spawning was messed up like that.
there is nothing to show how many rounds I have actually played here (which is a shame, as I want to show off that I survived for a ridiculous number of rounds.
I should have made it more clear, but in the bottom-right corner, you can see "Current" and "Best." Current is the current round you are on and Best keeps track of the furthest round you've reached (it updates after you die or replay). Based on your screenshot, you got at least to round 10.
at this point, I can't actually choose the 'present' between rounds, since my bullets are still moving (slowly), and will kill one before I can make any choice
Ahh, okay. I'll need to despawn all bullets when the presents appear, not just the enemies' bullets.
- the 'your bullets convert enemy bullets' powerup is kind of broken, I think (but some brokenness is ok, as it is fun to break builds in these kinds of games)
Yeah, this one is definitely OP. I'm kind of torn on it because, on one hand, it's broken, but it's also fun to use because of how broken it is. I think a good compromise would make it a temporary power-up you can get.
Thanks for the detailed feedback! And for the screenshot. I'll try your game soon.
I should have made it more clear, but in the bottom-right corner, you can see "Current" and "Best." Current is the current round you are on and Best keeps track of the furthest round you've reached (it updates after you die or replay). Based on your screenshot, you got at least to round 10.
I went quite far beyond round 10, and then it seems to have stopped incrementing what was actually shown for that.
Hard
IDK how fun it is to stand under a barrage of bullets and try to shot back against three enemies at once. Killed only one of three, but it's no use.