BulletMan by Grewoss

BulletMan is a Top-down shooter Game with a little twist(download and find out yourself).
BulletMan is made with Godot.
Everything got created in under 48 Hours.
The Game needs some polishment but i ran out of time.
I created the last two Levels within the last 2 Hours.
But i hope you enjoy it anyways!


Ratings
| Overall | 415th | 3.286⭐ | 23🧑⚖️ |
| Fun | 370th | 3.225⭐ | 22🧑⚖️ |
| Innovation | 256th | 3.375⭐ | 22🧑⚖️ |
| Theme | 339th | 3.6⭐ | 22🧑⚖️ |
| Graphics | 403th | 3.143⭐ | 23🧑⚖️ |
| Audio | 268th | 3.15⭐ | 22🧑⚖️ |
| Humor | 333th | 2.444⭐ | 20🧑⚖️ |
| Mood | 280th | 3.1⭐ | 22🧑⚖️ |
| Given | 9🗳️ | 7🗨️ |
The bullets are stuck completely where they are left, that means often the way forward is blocked off and you have to reset the level, which is really annoying for an action game of this nature. Then the way enemies take so many hits to kill means that you're inclined to spray, which leaves a bunch of bullets lying around, which blocks the way, which makes you have to reset the game...
The bullets, after they're "dead" should have been able to be pushed around via physics, and/or interact with enemies like block their path or something. That would open up a whole new avenue of interesting interaction and perhaps not necessitate restarting a level every time you missed a bunch.
Enemies' shots also becoming obstacles is also very frustrating.
And it would be good to be able to see the enemies' health so you know how many times it still needs to be hit to kill it, especially with excess bullets becoming a nuisance.
As it is now the game encourages the player to stay as far away as possible at those heads and shoot them before they move at you, which is not very interesting or satisfying!
Love the concept! Needs more design development!
Thanks for the feedback, i wanted the game to be a bit "hard" but you have some valid points.
I agree that pushing around bullets would have been a better solution.
A healthbar for enemies is something i wanted to implement, but i ran out of time.
There are many things i would do better if i could restart, but im quite happy with the end product.
I will definitely plan a bit more in the next LD!
I think the only real criticism is consistency. Some of the enemies seemed like the took a solid 10+ seconds of constant bullet streams to kill, where others took barely any. It *does* get you to spray more than necessary, but it's never fun when games break their consistency. If it is intentional, it would probably be cool to see them at least have different colours to indicate they'll take longer, or something. You won't know exactly how much, but you can go in with a bit more intention.
Really fun game! That mechanic is an awesome take on the theme. I'd love to see it go hard on the puzzle driven solutions. Really good!
Error: Could not load game path '.'.
What am I doing wrong?
It was not intentional, thank you for pointing it out. :)
I'm currently thinking about a *post* Ludum Dare release with all the Levels and Mechanics reworked.
"Puzzle Levels" could be pretty interesting.
(Tip: flip the x-scale of the gun from 1 to -1 when aiming to the left to prevent the gun from looking upside down.)
I thought about flipping the gun, but I thought it looked funny so I keeped it like this.
If i look at it now, it feels kinda unprofessional so I agree with you, I should have flipped it. :)