1 Man 6 Bullets by Raphaeltan
Check out the post jam version! : https://yudi-games.itch.io/1-man-6-bullets
We are working on the game, stay tuned here : https://discord.gg/Anbjykmc2K
You are sure to die. Bring them with you.
1 man, 6 bullets and a herd of zombies: how long can you last?

You only have 6 bullets left in your revolver. How can you delay the inevitable, running out of ammo? Take your ammo back.
Ricochet the bullets and get them back. Time is your ally.
| Latest version! | https://yudi-games.itch.io/1-man-6-bullets |
| Link | https://raphtan.itch.io/1-man-6-bullets |
| Jam Version | https://raphtan.itch.io/1-man-6-bullets |
| Original URL | https://ldjam.com/events/ludum-dare/50/1-man-6-bullets |
Ratings
| Overall | 10th | 4.397⭐ | 279🧑⚖️ |
| Fun | 10th | 4.403⭐ | 280🧑⚖️ |
| Innovation | 37th | 4.205⭐ | 280🧑⚖️ |
| Theme | 183th | 4.115⭐ | 280🧑⚖️ |
| Graphics | 295th | 4.137⭐ | 280🧑⚖️ |
| Humor | 551th | 3.149⭐ | 247🧑⚖️ |
| Mood | 140th | 4.099⭐ | 279🧑⚖️ |
| Given | 111🗳️ | 169🗨️ |
*the only other downside is I can't seem to exit the web build (not that i want to)
It was really hard at first but eventually I got the hang of it!
The gameplay and feedback has been nailed perfectly, despite being terrible in every run I've done so far, I'm hooked.
Great job
Fantastic mechanic, metal concept. Very engaging gameplay, fast, violent, intuitive, well executed. Great work! Sound design was perfect.
338 Lapua Magnum in a wheel gun. If you gonna go out, go out big.
The only thing I found missing was to way to somehow predict bullet's trajectory after it has been fired. Things change after the initial shot moment and sometimes catching that one bullet may be essential to staying alive. But then again, that is also something that the player can learn if they play the game more - so it is a double-edged sword.
I just have two comments: first of all, the game is VERY difficult. Die with just one hit seems very punitive for a game like this that you want to play for more time. Don't know if it can be a sollution have a life bar for the character or simply do not destroy the bullets. Instead, they just go faster while more zombies came in. After some time i know the game will be a total madness, but this look such a good way to keep the vibe that you have in the game.
The second comment is about the map itself. For the jam, it's great! But i really hope that you make a full launch of this game in some platform, and make the ingame map so great as the illustrations made for the presentation. Actually it seems a little empty.
I loved your game, hope to see more of it soon.
Great job!
Thank you all for the comments.
@platyboss Thanks for your interest. The instant death and the bullet destruction are punitive but it was a choice for making the player feel vulnerable and force him to think more than just shooting.
The SFX aren't from us we just used some no copyright sounds we found.
We didn't plan to add a lot of things to the game because the team thinks that we should not modify it.
We planned to add a leaderboard, maybe other maps, and enemies after the rating phase.
We discussed it a lot on the team and we are still discussing it and even if the concept is great we can't add a lot of things because it can have a big impact on the gameplay.
Thank you again for the comments and have a great day!

Thanks for the comments.
Do you have any suggestions for making the time manipulation more intuitive?
I just thought about an hourglass on the hud, I'll speak with the team about that.
Also, we are thinking about limiting the time slow utilization.
Creative interpretation of the theme and a fun and interesting take on time manipulation, feels like a 2D take on superhot!
Great work!
Chainsaw Cheerz!
Love the drawn graphics & music too. Top entry here :)
So f'kin stylish! :sunglasses: Badass stuff, but more of that - this is so fun to play, this is fresh, this is new, and I spent a lot of time in it.
I wish you luck, I think you can win a gold medal with that!
I had a lot of fun playing yor game : the idea is great, the arts and sound are really fiting, commands are clear and simple to understand. A solid entry !
I just had some bugs while shooting ennemy at point blank range: sometime the bullet just goes trough them and I die :(
@furano Yeah it's not really a bug we just can make the bullet appear closer to the player. I'm sorry if that bothered you, I'll personnaly change this for the final version which will release after the rating phase.
I just wish it translated better to the gameplay as opposed to just cutscenes and stuff :)
Great concept, good job and great entry!

Easily one of the best games I've played this jam. Total complete package, I'm in love with how chunky and satisfying the effects, music and visuals are together <3 I like how you learn more about the mechanics as you play in an intuitive way. When the meter is full it is SOO much fun, I almost wish there was an infinite meter mode where you could just shoot infinite ricochet bullets into hordes of mobs because that it definitely the most fun part of the game! I love the balance between going ham and having to keep track of all your bullets bouncing around.
Keeping this one in my folder of all-time favorite jam games, this game is masterclass!
But for real though, I don't really know how this could get much better. The art, sound, gameplay, theme, innovation. It's honestly perfect for a game jam. This is probably the highest praise I can give for a jam game tbh
If there's one thing I'd change in it, make it so the enemies don't spawn right next to the player. Several times I've lost because I got myself in a corner and a zombie spawned in the wall behind me.
This part of the level is comically broken and OP:

Due to the shape of the room, bullets ricochet around for easy collection, and the hallway forces the enemies into a small space to fire bullets and take them out easily, and as long as you're aiming straight, 90% of them will come back down the hallway to be collected easily. Plus, the enemy spawn at the bottom of this triangle room allows for easy farming of bullets during combos. The end result is the player can generally just wiggle around while firing at visible enemies and just never be taken down. While I absolutely loved it, because it made me feel like a god with my 10,000 points, I imagine it was *not* intended.
Considering this is literally the one problem I can find with the game-not even like a bug, or a game design issue, but a level design quirk that is still fun in its own way-I can safely say this is a really strong entry. Wonderful job!
@proxy-games We will work on it for the final release after the ludum rating phase.
@herchey You still can do it on the itch page haha!
There is the best dev score:

2 things I didn't expect:
- Superhot slowdown
- Bullet speed such that I had to factor in bullet travel into my initial shot
The 2nd aspect led me to taking only straight on shots or very short ones. I'm not sure the absolute best way to play but it does seem like some high scorers here are finding a nice room to park themselves in and just take simple shots.
I think that aspect could use some improvement, but don't get me wrong, I played this game for a long time and enjoyed it. The polish and juice is through the roof and I'm happy you made the multiplier meter so gigantic, practically Guitar Hero levels of size. All the color changes and effects all add to the fun when you end up clearing the entire stage.
The concept is solid and if you do a full version it'll mostly come down to your level design. I think the larger rooms will add more strategy and opportunities to do things like purposeful bullet catches. Bullet catches do absolutely feel awesome when intentional, but I mostly just got them accidentally in small rooms.
However, the small rooms are incredibly satisfying and doesn't really get old. Much like nailing some perfect AOE in a game. Would love to see what you come up with in the future, this game was awesome!
I managed to get up to 1878 (or somewhere theres about XD).
Rating #100...?
Only nitpick is that the cursor position and the trajectory path is a little off, but didn't even notice it for 5 minutes!
@starr-fighter05 I'm working on a leaderboard rn! The game can be downloaded on the itch page ^^.
We are thinking of features to add and the multiplayer is really a risked idea.
If you all have something to suggest, you can !

The game is just a blast to play, i got a decent score from the looks of it aswell.

So far, this is the highest rating I've put on this LD
@andrey-zhukov Do you remember the name of the game? I would like to see how they did it.
https://play.google.com/store/apps/details?id=com.lionstudios.mrbullet&hl=en_US&gl=US
You give us more motivation to continue the game.
It's the first jam of two members of the team and also two members are first year students in a game creation school.
@cyzaine I actually have a working leaderboard in the game. I had issues to do it because we code in C# on Godot but I could understand GDScript because its close to Python.
We are planning to release the game on Steam or/and Itch maybe.
And he doesn't speak about something strange...

It's somewhat punchy, but if I had to criticise something that would be it. I think the art, music, and sound effects can come together a little bit better to add more oomph to the primary gameplay loop.
But apart from that, I'd struggle to find something to complain about. Level design is interesting, enemy variations are fun and I see you're working on even more. All in all, a sweet game!
You can see that the comics aren't from me haha-


Liked it a lot and felt like (very good) mix of Heavy Bullets and Teleglitch.
One thing that I noticed:
- It was somewhat confusing and unintuitive that the bullet path would show a certain direction the bullet would take after hitting an enemy and then did not do (which I guess might be because the path is no longer correct as soon as an enemy moves again but it still felt weird)
The feeling between normal speed and slowmo feels smooth.
We are planning to do a full release on Itch and maybe Steam.
The game will certainly not be free to play, maybe 2$+. If you agree or not with this decision please explain yourself ^^. The jam version will stay free ofc.
@starr-fighter05 That's an incredible score you did there, the best was 13k and it was made by myself.
@faceless We are working on it but the ray is a thin line and the bullet is larger so, of course, the bounces can be different because of the shape.
On our current version, we are working on a lot of things and the ray bouncing on the player is solved.
And I want your opinion on some little things:
- Should we limit the slow-mo mode?
- Should we force the player to not camp with negative feedback if he does?
They are both difficult decisions/questions for sure. I feel like only further prototyping would give you conclusive resulst here.
I will gladly give you my opinion on those two topics however.
- When I play your game the slow mo mechanic of it gives me some "Superhot" vibes. And imagening Superhot without unlimited slowmo would probably not work (or you know... time moving when you do).
If slowmo were to be limited the gameplay loop probably needs changing as well. You probably would not be able to play with the "limited bullets" aspect as much. You could then instead work with weapon pickup mechanics as seen in Hotline Miami for example (emptying your current gun, throwing it at the next enemy and then picking up another that isnt empty)... but that is just off the top of my head and would need lots of experimenting.
So with unlimited slowmo you could explore the "puzzle" aspect further with it being limited the "action" aspect.
- Forcing the player to move by simply scoring him worse is something that can work (again hotline miami) but can also feel very forced and to the detriment of the experience. In hotline it is for example very much supported by the rest of the gamplay and music.
Camping could be reduced by for example making the bullet drop to the floor if it hits an enemy. Or something else that gives you good reason to leave your spot.
I bet if you think about this some more and especially prototype a few possible mechanics you will get there.
Extra kudos for that amazing intro art <3
@yorsh We already have new textures etc, you will see that right after the rating phase so stay tuned on the comment page.

(This is going up with our next fix build, unless you'd rather we didn't. No worries either way!)
@mrtroy The game is tough I now right. I'll make little tips for playing the game.
I will think for a way to make a easter egg for your game too, if the rest of the team is ok
I'm curious to see where you go with a post-jam version, since the idea for the game seems so elegantly simple that adding too many extra bells and whistles could detract from the experience. But the jam version shows that you clearly know what you're doing, so I'm definitely looking forward to it!
- Slow mode ("SuperHotlike") when you're not moving
- bullet travel time = lifetime
- kill combos = bullet hell
- graphics in-game are simple but we don't need more
- story + menus graphics are so cool!
Overall = best entry (in my opinion) so far!
If you’d like to rewatch the playthrough, you can find it here:
https://www.twitch.tv/videos/1450143040?t=3h03m16s
Good luck on your ratings, see you next LD! :D
💜 Elysia Griffin AKA Button Feedback Lady
https://www.twitch.tv/elysiagriffin
Thanks for the comments!
@cakts We are for sure working on a full release to launch it right after the rating phase. Nothing is certain, but Steam is one of the options we are thinking of.
@starr-fighter05 Dw every player has his own play style nothing is really fixed.
@szkocka @dusho @korvack Haha we take the compliments but you should try other brilliant games.
My personal favorites on this LD are:
https://ldjam.com/events/ludum-dare/50/click-to-continue
https://ldjam.com/events/ludum-dare/50/quit-game
(My Level Design teacher's game ^^) https://ldjam.com/events/ludum-dare/50/22h38
https://ldjam.com/events/ludum-dare/50/3-days-at-sea
And others...
The game is a little difficult though, if I can have abilities like a CD dash to get the bullet, I guess it's even better.

Cool submission!
@starr-fighter05 You are insane dude haha!
@melon-spirit Thanks for the detailed comment. I'll speak with the team about your suggestions ^^.
I love the graphics. That chromatic aberration effect, along with the music, creates a great atmosphere.
Would definitely play a post-jam version of this!
I loved the 2d art and the menu. It's always nice and it really adds something to the game.
The only not-so-good thing is the audio, but since you did'nt have any musician in your team, it's ok!
Some kind of leaderboard/scoreboard screen could be nice too, since you have a score in the game.
Great job!
Every suggestion is discussed among the team.
We opened a Twitter for our little friend group.
We are already planning to do other games, for the moment it is consecrated to 1M6B!
https://twitter.com/YudiGames1
Y'all should definitely make this a commercial game.
Pros:
-everything. REALLY fun gameplay, game feel, visuals, sounds
Cons:
-I was lag sometimes, even in windows build when you were watching but I had a lot of things open for my stream. I tried again this morning with everything closed and the problem was minimized but still not completely removed
-A couple of the mechanics I feel aren't clear or communicated at all
-It doesn't feel great when you run out of ammo, the bullets are all gone and there's nothing you can do but die. One idea I had is maybe you can also reload one bullet but its the longest reload in the history of shooting games. It would give the player a chance to keep going and add to the tension instead of just making the player accept his fate
@elijah-wickerham Here is his instagram! https://www.instagram.com/unescarpoulpe/?utm_medium=copy_link
@itsboats We are working on the optimization of the game. I agree that it is not optimized on the jam version.
@eonarheim We are doing a commercial version haha!
Good stuff :8ball:
I felt like you guys went a bit too strong on the postprocessing (by about 10-15%) but it was definitely a good decision to dim the sides a bit with vignette when the time is slowed. I found that sometimes there was a disconnect between the bullet path shown before firing and the actual path the bullet took, and the fact that sometimes it bounced off the enemies but most times did not.
Other than that, the music, graphics and gameplay were all very well done and polished! I also liked the comic style as well.
That said, like any game, it does have a few flaws. Firstly, I think the connection to the theme is a bit loose, since in theory it should be possible to just keep collecting the ammo, hence making death not inevitable. Maybe scale the difficulty up with time?
Another minor flaw is the level design. There's no incentive to switch rooms, so for my score of 2600 I just stayed in one room and shot the enemies whenever they either spawned from the spawn point or entered through the single entrance. Once again, I think making the curve of difficulty/time steeper would partially solve this issue.
My last concern is purely subjective. I'm a stickler for post processing. I still found it to be a tad on the extreme in this game. Although I understand it's a stylistic choice, the intense chromatic aberration and seemingly flashing vignette makes it hard to see anything that isn't in the immediate center of the screen, which is kind of antithetical to the whole "plan ahead, calculate shots" gameplay of the game.
Those few minor issues aside though, this is an extremely fun and addictive game, and I would *love* to see this expanded into a full release. Good job!!! :D
P.S I don't know if you guys made it yourself but the music SLAPS :fire:
GREAT JOB!
We are less active in the comments because all the devs went back to school haha.
The sounds aren't from us! We just used and mixed no copyright SFX/music.
@morricore Hahaha it's ok I agree that we did a tough game. Here is a video on YouTube by someone who liked the game. https://youtu.be/Evi_VoOf1Q0
We are happy to tell you that the game is way more optimized. The lags etc were because of crappy choices we made haha.
@arihan10 I don't know if I can speak a lot about it but it will not be possible to camp anymore. We did several things on the game for it. Also, one of the maps will be reworked by me, I'll try my best.
We will see what we can do with the chromatic aberration.
The scale of the difficulty will be done before the full release.
All the team is excited to show you all the things we are doing on the game
I hope you will like it and have a great time delaying the inevitable!
In the beginning I focused mostly on lining up combos but after a while started to focus too much on running after my bullets which detracted a bit from the fun for me. Probably a personal issue but might want to see if other people feel this way for potential future design decisions :D
The graphics, UI, and intro are just flawless, I could see this being published by Devolver in the future :D
One of the most surprisingly good games for sure!
@cyzaine @starr-fighter05 @bqq @arihan10
Here is our new Discord server!
https://discord.gg/ccRbGfd6
The different enemy types were definitely a must to keep things interesting though, so nice work there.
The gritty, comic style of the opening cutscene blended really well with the graphics of the main game and both the soundtrack and the sfx were very well designed for the mood you were clearly going for.
Good job all around! :grin:
The mechanics, the juiciness, the art, it's all amazing. I especially love how the different enemy types introduce so much depth to the game. You also managed to make something very uniquely fitting to the theme of the jam, so more extra points from me! Seriously awesome work, this is easily a top 10 game, congratulations!
really love this old school top down GTA2 or Alien Phobia type vibe but mixed with the classic concept of a gunslinger and time-slow mechanics similar to SUPERHOT. wonderful!