FoonLudum Dare ExplorerLD41 → Danmakoïd - Bullet hell metroidvania

Danmakoïd - Bullet hell metroidvania

By talops

View on ldjam.com

CategoryRankScoreCount
Overall1113.8033
Fun863.8233
Innovation2893.4833
Theme2853.7233
Graphics1263.8233
Audio3292.8722
Mood2283.2931

Comments

pixels-everywhere 2018-04-23 03:41

Your instructions said space to shoot, but nothing appeared to happen. The pixel art and sfx are nice, but i dont really know what to do... Unless im just dumb XD

apples-mmmmmmmm 2018-04-23 03:48

Cool game! I was confused that I couldnt shoot at the beginning after reading the How To Play until I realized I had to grab one of the power-ups. It seems pretty strange that you can fly backwards before grabbing the power-up that lets you turn around. It would be cool to see what kind of progress you could make given more time!

talops 2018-04-23 11:11

@apples-mmmmmmmm 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!

talops 2018-04-23 11:14

@pixels-everywhere 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!

leonard 2018-04-23 16:32

Really cool concept and well made. Basics of metroid and bullet hell are here and it works pretty well :)

malobil 2018-04-23 16:33

Concept is fun and I really enjoyed to play it. I can easily imagine a full game with this mechanic ! Great work.

arthur-amorim 2018-04-23 16:48

It's an interesting concept for the theme, i like it. It's kinda confusing that you couldn't shoot at the first moment, but when you realize that there are a few powerups that you can grab it gets way more fun and self-explanatory. Great job!

robowarrior1982 2018-04-23 16:55

Interesting concept and nice graphics !

that-guy 2018-04-23 17:03

This was a good one... unfortunately now I have to rate you low on the theme because apparently bullet hell and metroidvania are indeed "compatible Genres," who'd have thought that. (jk about the poor theme vote)

torak-whiteleopard 2018-04-23 17:52

I really liked the game, it was a really good blend of bullet hell and metroidvania and a lot of fun to go through. I liked how frequently you seemed to pick up upgrades, as it meant that you felt a constant sense of progression and exploration. The graphics were also amazing - would just have liked to see a music track of some kind perhaps to finish off the game. :)

talops 2018-04-23 17:55

@torak-whiteleopard Glad you've enjoyed the game! As for a soundtrack, I will work on a v2 this week, adding music, a focus mechanic and many balance/difficulty and bug fixes!

selfsame 2018-04-23 22:49

Good combination of genres and I found it pretty challenging.

impossible-realms 2018-04-24 14:20

The game was nice for what it was. I had a heck of a time getting it to run though. Make sure to export builds for other platforms when using Unity, not everyone has Windows on their gaming PC, and it helps with accessibility if everyone can play.:wink: That aside, nice concept, and wish you could've gotten more of it done!

jcmonkey 2018-04-24 21:56

nice game! you could almost mix in rythm elements with this like shooting on rythm and dodging bullets on rythm. but over all this was a fun game. nice job!!

jf1989 2018-04-25 15:48

This game definitely had the best music of the games I've played so far this jam - I really appreciated that.

lum 2018-04-27 15:18

The graphics were really simple and great. I liked the idea of a bullet-hell metroidvania! The rooms felt more like navigating little micro-puzzles which was a cool feeling.

talops 2018-04-27 15:28

@lum thanks for the feedback! The puzzle-like level design is something I really wanted to put forward, since simply dodging bullets gets repetitive quickly. Happy it went noticed! :D

king-kujito 2018-04-27 16:39

Very ambitious to take on a design heavy genre for LD. Good execution, solid entry. Well done

talops 2018-04-27 18:44

@king-kujito since most of the games i've been working on the past few months/years have had their level design kind of on autopilot, I specifically wanted to make it the main priority for this one. Really risky for a compo game but it seems to have turned out well!

king-kujito 2018-04-27 18:48

@Talops I agree, cheers.

cowa 2018-04-27 19:13

Very cool game! Really liked the graphics. Good job!

rs11s21n 2018-04-27 19:50

seems not bad)

honest-dan 2018-04-27 22:20

Very impressive game, regardless of jam or not. A good level of difficulty, I do enjoy the satisfaction of bullet hells. You really nailed the metroidvania concept too, the gating felt balanced and intuitive. Visuals were all consistently good. I feel a good atmospheric sound track would have really added a lot to this game, as the few sound effects are good - but in isolation sound quite feeble. Goodluck developing v2!

brent 2018-04-28 03:39

Really good game, could use a save point or some code to be revealed to start with more progress. The art and controls were very good. Really spot on, great work on it.

tinycastleguy 2018-04-28 04:07

I especially like the concept for this game and I'm pretty impressed with the overall length. Unfortunately I couldn't get far enough without dying, so I feel like some save points would be useful. Anyway, I like how you took the basic elements of a Metroidvania and mixed it with the gameplay of a bullet hell. My main criticism is that areas can often feel cramped and you don't get much of a break to explore between rooms because you're constantly preparing yourself for the enemies on the next screen. I also accidentally used the teleporter before exploring further, so... whoops. I really like how the rest of the game design turned out, though. Looking forward to the next version!

beamkirby 2018-04-28 04:24

I see we both tackled what seems like practically the same genres: Metroidvanias and Space Shooters. Although, there is certainly a fundamental difference in what we did, whereas you used specifically Danmakus, and I used specifically Shmups. I think it's interesting to see another game with similarities to mine, and it's especially interesting to see the differences, not only in the games themselves, but the genres used.

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.

trivial171 2018-04-28 06:12

This game is rad as heck. Its strongest points are the wonderful graphics and very smart level design (the effort you put in really shows).

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!

jonathan-lorenz 2018-04-28 13:20

You respected the main elements of the genres you are mixing. This was working very well and made us retry several times the game. Would love to see this turned into a full game. Good work!

lereveur 2018-04-29 00:03

Nice and challenging, if you miss what you left behind due to the short time allowed, you really should finish that game to the state as you wanted to, because I think it deserves to be a full game. Good job! :)

drprettypatty 2018-05-12 21:44

This is my favorite game so far, after writing this I'm going to try your post-jam version. I'm impressed by your design chops and making this work in such a short amount of time, especially considering you started with the assets. I think you're already aware of the improvements that could be made (e.g. saving progress, audio, some balance tweaks), so I don't really have much to add to what others have covered. An interesting direction this could go in would be to make it more of a roguelike with randomly generated worlds, although that would contradict some of the speedrunning concepts.

Awesome job, I would buy this if it were developed into a full game!

michipantera 2018-05-15 16:41

Great level design!!!! I love how you how teach the player the different elements step by step. Good job!!! :D