Danmakoïd - Bullet hell metroidvania by Talops

Hello and thank you for picking and playing Danmakoïd! It is a solo gamejam project made for LD41 compo, in 48 hours. Jam theme was "Combine two incompatible genres". I went with a mix between a metroidvania and a danmaku (bullet hell), hence the portmanteau name!
A shoot'em up with upgrades, exploration and a bit of backtracking!

Difficult, puzzling patterns!

Power creep! Blaze your way through lategame, and defeat the alien queen!

It is very hard and might require you multiple tries. Be methodical, clear rooms and plan your upgrade route to make it the safest until the last boss.
I hope you will like it!
HOW TO PLAY
wasd/arrow keys - move
space(hold) - shoot (once you have the upgrade), you cannot turn around when shooting.
Game over might not display correctly, if this is the case, press Enter to retry, Esc to quit.
Do not press escape (pause) outside of the game over or end screen, this will freeze your game!

WHAT DO I DO?
Explore, grab any ship upgrade you find and hunt the alien queen down!
You cannot shoot or turn around before first finding the upgrades.
Your weakpoint/hitbox is a circle located on your cockpit. If you clear a midboss room you will regenerate one life.
Figure out which route is the safest for you and you might be lucky enough to meet her majesty!
The game allows for sequence breaking and speedrunning, especially if you manage to find the 3 secret rooms!

HOW WAS THE JAM?
I tried using an upside down workflow in order to evaluate how much time asset creation takes me. Assets first, risky and weird but fun!
Needless to say I got late on schedule, as planned :p
As you will have noticed, some stuff is missing: no music, lack of a good looking background and UI, and sound effect volume is all over the place!
I am happy with what I got though, working on the level design was especially fun!
I hope you will enjoy the game besides its flaws!

WHO ARE YOU?
My nickname is Talops, I am a belgian technical artist student (jack of all trades with shader magic!), currently in the 3rd year of my Bachelor and undergoing an internship.
I love hard games in general, and especially input/movement-heavy ones. My adoration for the metroidvania and bullet hell genres are what inspired me to make this one!
Drop me a tweet! -> talopsit

Coming soon (Separate post-jam v2)
Music, better feedback, a decent UI, backgrounds, more sounds, bugfixes, balance (less in-your-face stuff when entering a room)!

| Other (platform) | https://talops.itch.io/danmakoid |
| HTML5 (web) | https://itch.io/embed-upload/863323 |
| Original URL | https://ldjam.com/events/ludum-dare/41/danmakoid-bullet-hell-metroidvania |
Ratings
| Overall | 111th | 3.806⭐ | 33🧑⚖️ |
| Fun | 86th | 3.823⭐ | 33🧑⚖️ |
| Innovation | 289th | 3.484⭐ | 33🧑⚖️ |
| Theme | 285th | 3.726⭐ | 33🧑⚖️ |
| Graphics | 126th | 3.823⭐ | 33🧑⚖️ |
| Audio | 329th | 2.875⭐ | 22🧑⚖️ |
| Mood | 228th | 3.293⭐ | 31🧑⚖️ |
| Given | 21🗳️ | 20🗨️ |
I first wanted to allow sequence breaking by allowing a no-u-turn run but designing the map so that it would work would have taken too much time. Glad you liked it!
You have to get the upgrade in order to shoot. I updated the game description to make it more clear thanks for pointing it out!
Good job!
Your game starts the player off with no powers at all; no shooting, no turning, no nothing except movement, whereas my game starts the player off with shooting and turning (albeit, only after the first screen). This is just a simple difference between games. Your game also allows the player to roam freely, but my game has the player constantly moving forward. This is an example of a fundamental difference between our two genres. In Bullet Hell games, the player always has free movement to roam the screen, and enemies typically float in front of the player in place at all times, but in classic Shmups like Gradius, etc. the player must keep moving forward, and enemies move forward past them. Your game also has a much bigger focus on avoiding bullets, but my game has more a focus on avoiding obstacles, as well as enemies charging at the player. Another big difference between our games is that in your game, subweapons are automatically added to the player's default weapon, but in my game, subweapons must be used separately from the player's main weapon.
I do have two small complaints. The first is that, while the powerup progression of the game is generally well-balanced, I found that with certain combinations of powerups, the final boss takes an unreasonable amount of time to defeat. The second is that it is very easy to get hit right after exiting the teleporter; this happened to me at least three times.
Thank you very much for making this game, and I am looking forward to playing the new version!
Awesome job, I would buy this if it were developed into a full game!