Cleared all 10 levels! Very fun concept, and that last level was definitely a doozy but I think it was the right difficulty for the finale of the concept.
The augmentation added a really fun element! I think perhaps it could be clearer how it works as someone else mentioned - initially I thought that I was supposed to be selecting some options off of the wheel and that the options just never loaded - I didn't realize that moving the circle *was* the augmentation for a bit. Once I figured that out, I really enjoyed the concept.
While I enjoyed the 10 levels very much, I worry about the staying power if/when you expand it. They're great puzzles but without adding additional things to puzzle through, be that new things on the level, new things your bullet can do, or a combination of both, I think it won't take much longer for it to feel old even if you also change the scenery. With that though there'll definitely be a balancing act to avoid bloat, but I'm sure you already have plenty of ideas for it. I look forward to seeing what becomes of this!
Thanks for the detailed feedback, this is extremely useful. Yeah, that mechanic isn't well explained, I need to at least add a custom animation and see if it helps.
This game was made during a weekend for a game jam, the theme was related to have only one, so I the idea is to hit all obstacles With a single bullet. But if I develop it further it won't need this restriction anymore, so we could have "puzzles" that require multiple shots in different parts within a time frame, which could be fun. I would also make use of the super slow motion inherited mechanic to add some cool vfx like wobbling sructures upon impact, rain and breakable structures.
Regarding the levels, I would like to add a story element to it, and make the current levels just some training sections to introduce new mechanics between the actual missions a la "The Wanted" movie. The missions could be assassinations that happens in unlikely places and that make use of the fact that you can curve the bullet, but you would still just control the aim of the character, and it would happen in a small and predefined scene+setting.
But this may be a bit of a overscope, so I'm thinking about other alternatives for this game that don't increase the scope this much.
Definitely - don't let my comment about adding features to increase staying power make you start thinking too far out of scope. :p Some of the things you mentioned, especially making the slow-mo more involved, I think would be a great direction to take it. Wobbling structures, breakable structures, timing (imagine needing two bullets to hit at the same time so you speed up/slow down one to match the position of the other that you fired previously), etc.
No matter what though, this definitely deserved the recognition it got from that game jam. I'll be leaving it in my library to remind me in the future in case it turns out you put out a full release. :)
Thanks for playing it, I need to make the enhanced curve mechanic easier to use, the way it is now is hard to understand how to do that. I'll update this game with those tweaks eventually, thanks for the feedback.
Yeah, I've exaggerated a bit on the last level xD I'll eventually make the difficulty curve a bit smoother. Congrats on the Towerbag once again btw, totally deserved to be on the top 20
Title screen: felt very tarantino-esque from font and audio, had a nice feel to it.
Game : really nice in having the tutorial showing dymanically, added a little flair.
lots of neat things in there, from the trails from previous shots, to the camera translating to start point.
Just made it to the Augmentation, nice idea being able to add more emphasis on a specific direction, still tricky as heck :)
audio nicely done too, SFX and a pacey action BG tune all added to the feel.
one possible thing, nothing major as i know alot of FPSers, but for me sensitivity was quite high. but im sure if you further flesh out the idea, you can add a tweakable in there somewhere ;)
Hey Daz, thank you for playing this game! It's Always awesome to have your feedback.
Yeah, this game was made for the GMTK game jam, I'll be adding the sensitivity setting later on, this one I might develop further, so I accept ideas regarding how to improve it(mechanic wise) in order to be able to sell it on a big store such as steam.
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Epic! I love it and you should continue working on it!
Thanks mate, I'm happy to know that you've liked it. perhaps I will finish it someday. thanks for the feedback, means a lot
Cleared all 10 levels! Very fun concept, and that last level was definitely a doozy but I think it was the right difficulty for the finale of the concept.
The augmentation added a really fun element! I think perhaps it could be clearer how it works as someone else mentioned - initially I thought that I was supposed to be selecting some options off of the wheel and that the options just never loaded - I didn't realize that moving the circle *was* the augmentation for a bit. Once I figured that out, I really enjoyed the concept.
While I enjoyed the 10 levels very much, I worry about the staying power if/when you expand it. They're great puzzles but without adding additional things to puzzle through, be that new things on the level, new things your bullet can do, or a combination of both, I think it won't take much longer for it to feel old even if you also change the scenery. With that though there'll definitely be a balancing act to avoid bloat, but I'm sure you already have plenty of ideas for it. I look forward to seeing what becomes of this!
Thanks for the detailed feedback, this is extremely useful. Yeah, that mechanic isn't well explained, I need to at least add a custom animation and see if it helps.
This game was made during a weekend for a game jam, the theme was related to have only one, so I the idea is to hit all obstacles With a single bullet. But if I develop it further it won't need this restriction anymore, so we could have "puzzles" that require multiple shots in different parts within a time frame, which could be fun. I would also make use of the super slow motion inherited mechanic to add some cool vfx like wobbling sructures upon impact, rain and breakable structures.
Regarding the levels, I would like to add a story element to it, and make the current levels just some training sections to introduce new mechanics between the actual missions a la "The Wanted" movie. The missions could be assassinations that happens in unlikely places and that make use of the fact that you can curve the bullet, but you would still just control the aim of the character, and it would happen in a small and predefined scene+setting.
But this may be a bit of a overscope, so I'm thinking about other alternatives for this game that don't increase the scope this much.
Definitely - don't let my comment about adding features to increase staying power make you start thinking too far out of scope. :p Some of the things you mentioned, especially making the slow-mo more involved, I think would be a great direction to take it. Wobbling structures, breakable structures, timing (imagine needing two bullets to hit at the same time so you speed up/slow down one to match the position of the other that you fired previously), etc.
No matter what though, this definitely deserved the recognition it got from that game jam. I'll be leaving it in my library to remind me in the future in case it turns out you put out a full release. :)
All level clear! Well DONE!(OmO)=^)
Can't get passed level 4 oh well fun game for a freebie...
Thanks for playing it, I need to make the enhanced curve mechanic easier to use, the way it is now is hard to understand how to do that. I'll update this game with those tweaks eventually, thanks for the feedback.
np man im a gamer leaving feedback is just a small part of the job
Super interesting idea, tried hard but I couldn't beat level 10. Love the Load/Reload level language, completely fits the theme.
Thanks for playing it :D
Yeah, I've exaggerated a bit on the last level xD I'll eventually make the difficulty curve a bit smoother. Congrats on the Towerbag once again btw, totally deserved to be on the top 20
Good job Johnny. This game it's very cool, And make me spend a lot of time trying this challenge.
Really nice work Johnny.
Title screen: felt very tarantino-esque from font and audio, had a nice feel to it.
Game : really nice in having the tutorial showing dymanically, added a little flair.
lots of neat things in there, from the trails from previous shots, to the camera translating to start point.
Just made it to the Augmentation, nice idea being able to add more emphasis on a specific direction, still tricky as heck :)
audio nicely done too, SFX and a pacey action BG tune all added to the feel.
one possible thing, nothing major as i know alot of FPSers, but for me sensitivity was quite high. but im sure if you further flesh out the idea, you can add a tweakable in there somewhere ;)
all it all slick work as always.... keep it up!
Hey Daz, thank you for playing this game! It's Always awesome to have your feedback.
Yeah, this game was made for the GMTK game jam, I'll be adding the sensitivity setting later on, this one I might develop further, so I accept ideas regarding how to improve it(mechanic wise) in order to be able to sell it on a big store such as steam.
Good puzzles man, congratulations :D
thanks my friend!