
#BulletHellJam2021 Meian Metric
I have made a video game. It is a shoot-them-up that scrolls to the side. It is without hue!
https://xinjinmeng.itch.io/meian-mandate-01157
Splendid music provided by
Moult.
📽 See it animated! https://www.furaffinity.net/full/41574642/
https://xinjinmeng.itch.io/meian-mandate-01157
Splendid music provided by

📽 See it animated! https://www.furaffinity.net/full/41574642/
Category Artwork (Digital) / All
Species Unspecified / Any
Size 630 x 500px
File Size 1.1 MB
Listed in Folders
First off, thanks for sharing! I got a ways in, or at least I think I did.
-I'm struck by the graphics. The bullets in particular stand out just by blinking. Without any colors, it's impressive to see the bullets stick out so well.
-The player ship's movement and shots work well together. The ship feels slow, and the shots only travel straight forward. So, moving vertically to line up with an enemy is a pretty sizable commitment. This works in the game's favor and makes things tense without getting super busy.
-To add onto that, my favorite stretch was the bumpy part, where the giant loops are sticking halfway off the screen and you have to weave between them. It's neat how enemies can take cover, in a way, behind the bumps.
-I'm not 100% sure where the hitbox is, but I think it's the square towards the back of the ship (behind the cannons).
-I'm curious about the triple shot pattern. Shots fire at different heights based on the height of the prior shot, going 1-2-3 down the front of the ship. It seems strange to differentiate this, since the small difference in position doesn't seem to matter when combined with the relative size of enemies and speed of the player shot.
Anyway. Well produced game! I had a good time.
-I'm struck by the graphics. The bullets in particular stand out just by blinking. Without any colors, it's impressive to see the bullets stick out so well.
-The player ship's movement and shots work well together. The ship feels slow, and the shots only travel straight forward. So, moving vertically to line up with an enemy is a pretty sizable commitment. This works in the game's favor and makes things tense without getting super busy.
-To add onto that, my favorite stretch was the bumpy part, where the giant loops are sticking halfway off the screen and you have to weave between them. It's neat how enemies can take cover, in a way, behind the bumps.
-I'm not 100% sure where the hitbox is, but I think it's the square towards the back of the ship (behind the cannons).
-I'm curious about the triple shot pattern. Shots fire at different heights based on the height of the prior shot, going 1-2-3 down the front of the ship. It seems strange to differentiate this, since the small difference in position doesn't seem to matter when combined with the relative size of enemies and speed of the player shot.
Anyway. Well produced game! I had a good time.
Thank you for your kind words! 😊 There's so much more I wanted to do, but this was for a game jam and deadlines are important. People have been very nice to help me find ways to speed the game up, to increase controller response, etc.
In keeping with the danmaku genre, your ship has a much smaller hit box than would be immediately apparent -- it's actually that little glass dome to the left of the lower and middle guns. "Bullet hell" games tend to be a lot faster and a lot more tricky than mine.
In keeping with the danmaku genre, your ship has a much smaller hit box than would be immediately apparent -- it's actually that little glass dome to the left of the lower and middle guns. "Bullet hell" games tend to be a lot faster and a lot more tricky than mine.
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