Just bullet: A turn-based hell by zeu31

Description:
Did you ever wanted a bullet hell turn-based game? I bet you didn't! But, here it is anyways. Now you can dodge your way through waves of bullet, one turn at time!
Also it is a very short game (2 levels and one boss).
Instructions:
- you can move and shoot once per turn (the enemies too)
- bullets move two times per turn
- survive the wave to go to the next level
- kill the boss to finish the game
Controls:
- Mouse-only
Credits:
All programming, design, art, and music was done by me.
* The music was done before the jam so I opt-out of Audio.
Tools:
- Unity3D.
- bfx.
- Piskel.
- LMMS.
Notes:
- The game it didn't turn out the way I wanted it to be — I overscoped and had to cut off a lot features. But at least I did manage to make a playable version for the Jam.
- any feedback will be greatly appreciated!
- I will play (rate and comment) the game of everyone who comment here as long the game run on my computer [windows 32bits] what a surprising amount of games don't do.
| Windows | https://zeu31.itch.io/just-bullet-a-turn-based-hell |
| Original URL | https://ldjam.com/events/ludum-dare/41/just-bullet-a-turn-based-hell |
Ratings
| Overall | 638th | 3.405⭐ | 39🧑⚖️ |
| Fun | 576th | 3.311⭐ | 39🧑⚖️ |
| Innovation | 474th | 3.486⭐ | 39🧑⚖️ |
| Theme | 134th | 4.189⭐ | 39🧑⚖️ |
| Graphics | 833th | 3.054⭐ | 39🧑⚖️ |
| Humor | 940th | 2.145⭐ | 33🧑⚖️ |
| Mood | 751th | 3.083⭐ | 38🧑⚖️ |
| Given | 95🗳️ | 23🗨️ |
For the boss fight, I was able to cheese it by going right up to it and spam shoot, following it around. It was risk free. Are the diagonal bullets bugged? I could pass through them.
Yeah, the game ended up too easy because I did not have time to balance it well. I will check the bullets later. Thank you for the feed back.
Also, moving the mouse from the ship to one of the buttons and back gets really tiring. You should add either keyboard shortcuts or something else, so you keep mouse near the ship, for example shooting by clicking on the ship itself and skipping turn by clicking the right mouse button.
I'll probably do a post-jam version, because I can’t let the game unfinished when I had so many ideas for it.
I totally agree, moving the mouse get really tiring, I found it during the jam but I could not come up with a solution in time. But your solution is really great, I will probably ~~steal~~ use it. =)
it feels weird that you and enemies follow the grid, but bullets move freely (at least it seemed like it?). So sometimes I was not sure whether a given cell has a bullet on it or not. Also, their movement could have been a bit animated (when they just jump from one location to the other, you can loose track of them and hardly feel how fast they actually are)
Keep coding :)
I agree, it need really need some animation here.
The bullets also follow the grid, it look like they don’t, probably, because they are not in the center of the tile, I did this to indicate the direction that a bullet is going and to make sure that they can not hide each other when on the same tile, not the best solution, I know, but the time was not on my side.
I would like to control the ship bullet direction especially for the boss which goes on the bottom and I cannot shoot him until it finishes to move completely on left side. But hey! this is something boss does in classic shoot'em up, it is just longer because of tactical aspect. ^^
And with more content, it could definitively be a commercial game.
Great job!
The idea is nice, the game looks good and it is perfectly executed. The problem is that it just mixes 2 incompatible genres resulting in the game that is not fun to play.
Please don't take this wrong, I do like the game - I know there had to be a lot of work done in there, the graphics is well stylized (and if buttons were in same style it would really look great), the gameplay itself is also well done and well though - this is strictly problem with this theme in general (which in my opinion hurts all games in Ludum Dare attempting to strictly follow it).
The more closely you follow it, the more it hurts the gameplay.
Congratulations on making it though!
Thank you for this experience. I think you could do some more complex stuff. Like Bombs which explode after a specific amount of rounds. Or a tactical Co-op in which both players have to circle the enemy. The Idea has potential. I like it. And the simple art style works really well.
Too bad audio is an opt-out, I really liked it!
The theme was well implemented and the game was simple enough to get it at once.
Some keyboard support would be nice to enhance playing flow. I suppose that is easily corrected on touch screens.
Superb work!
Come and try mine! https://ldjam.com/events/ludum-dare/41/tactical-hydra
Good entry!
A solid entry.
Currently it is quite easy to dodge dangers as bullets seem to all move at the same speed and they all have the same size too. Increased variety and more bullet patters would help.
The most pressing issue for me is the user interface. Using only the mouse is aggravating as all buttons are located in different positions around the screen. Hotkeys for shooting and waiting would be easy additions. The movement hotkeys are weird. How about direct control of the ship with QWEASDZXC?
The graphics are crude, in a stylish way. These simple pixelated doodles are quite charming, in striking contrast to black background and other titles alike. Audio isn't bad either, yet the 10 second music loops did get on my nerves in the end.
If you are thinking of a post-jam version, here are a few ideas starting with classic shmup fare.
- Power ups: bullet patterns, lasers, homing missiles, etc.
- Abilities: shield, drones, mode shifting, enemy grabbing/throwing, teleporting, bullet reflecting.
- Resource management. Spamming bullets could be reduced if there was a cost attached.
- Hacking enemy ships to fight for you with a downside (cannot move for 3 turns or a resource cost)
- A ghost which follows the ships and mimics its actions.
- Multiple ships to manage at the same time?
- Multiple ships which can join together to form a bigger ship?!
- Multiple ships which can use destroyed enemy ships to create more ships to form even bigger ships?!?
(I might have gone too far in a few places...)
Overall:* 3.5 (Above average)*
Fun:* 3.5 (Above average)*
Innovation:* 3.0 (Average)*
Theme:* 3.0 (Average)*
Graphics:* 4 (Good)*
Humor:* 2.5 (Below average)*
Mood:* 3.5 (Above average)*
The problem with direct moving the ship with the keyboard, is that the diagonals feels really weird. I think that just using WASD to select a direction then pressing another button — maybe space — to confirm is the simplest solution for this, there are some drawbacks but at least it feels more natural.