Volatile by Mateu
Sure, the game might be a generic bullet hell shooter, but hey, at least it's a fun generic bullet hell shooter.
Any feedback you give is greatly appreciated! This is my first game jam, so I think I did really well for that. Give the game a shot, tell me what you think :)!
By the way, if you leave a comment and review the game, I’ll do the same for yours!
https://www.youtube.com/watch?v=UYSJJB6TXzI
| HTML5, Windows, Mac, Linux | https://mateuu.itch.io/volatile |
| Original URL | https://ldjam.com/events/ludum-dare/49/volatile |
Ratings
| Overall | 432th | 3.742⭐ | 66🧑⚖️ |
| Fun | 199th | 3.93⭐ | 66🧑⚖️ |
| Innovation | 975th | 3.102⭐ | 66🧑⚖️ |
| Theme | 1096th | 3.141⭐ | 66🧑⚖️ |
| Graphics | 669th | 3.703⭐ | 66🧑⚖️ |
| Audio | 376th | 3.651⭐ | 65🧑⚖️ |
| Given | 51🗳️ | 118🗨️ |
One point of improvement, in my opinion, would be warping the ship around the layout. It wouldn't allow the player to sit on the edge of the map and just snipe enemies.
Very nice job!
The HTML5 version is not nice to play, probably only works in fullscreen. Maybe you should put some border about the game area
I liked the rougelike aspect too
The sound effects and animations make it SOOO satisfying to shoot the enemies. I like seeing games like this where "yeah, the enemies are just squares" but that doesn't make it any less fun. The game feel is on point.
So the 2 critiques I have are super minor:
- Since we're moving the mouse around really fast, I think a more noticeable crosshair sprite, possibly in a good contrasting color, would be easier to track. I lost sight of my mouse cursor just a few times.
- You have a really nice color scheme going with the 3 buttons on the main menu, and also during the gameplay. I think if you kept that color scheme during the upgrades page, it would have tied together really nicely.
Bonus points for you because I played it on an ultrawide screen and it worked flawlessly.
Great vibe from the art, music, and gameplay. I loved your take on the theme.
The 'upgrades' felt a little boring due to the costs all being the same, and I sort of wish there were more different 'types' of enemies, maybe with different movement patterns or attack abilities?
But overall, EXCELLENT work for a game jam game! This could easily be flushed out into a mobile game and I could see myself spending hours and hours playing this style of game.
I do think it gets a bit too chaotic at some point and maybe a power like wiping the screen would be cool to just clear out the current enemies and ball to cool off from the action.
Solid entry!
https://youtu.be/8_LZxCDpWIE?t=5395
Of all the things you've implemented in this game to deliberately make difficult (and thus, make the upgrades meaningful,) believe it or not, the absurd recoil was probably my favorite. Unlike most shoot'em ups, the recoil really forced me to focus on the accuracy of my shots, which gives a decidedly different feel than what I'd expect from the genre. If the map was larger, I was thinking the recoil could have been a really cool way to travel long distances quickly.
That said, I did feel like the game didn't give the player a lot of room for experimentation. As such, I felt like I only focused on making my shots accurate (I didn't both to prioritize which enemy to fire against,) and staying alive longer. This makes the gameplay rather stale pretty quickly. I also felt like I hit a wall with the upgrades, as I found it too expensive to purchase them at the very end. And of course, I would have appreciated some sort of signal on where enemies will be entering, so I know which edges of the screen to avoid.
Still, the presentation of the game is highly polished, and I actually like the disadvantages you've added into the game (recoil, bullet bouncing, etc.) I think with a bit more experimentation on what double-purposes each of these things could do, you can develop some new and interesting ways for players to play the game.