It was so cooooool.
Yo, I wanted to tell you about the development of our game 1Man6Bullets.

Until the day before I didn't even know if I was going to participate but I don't regret it was fantastic. We are a team of three, we are about 18 years old, two are in game-design school (Isart) and I draw on my own by working on the side (mcdo, f* this job). The Dream Team!
We met in the morning following the announcement of the theme, the first morning was mainly a debate on the mechanics that we could develop around the inevitable and the delay. So many ideas were brought up but we stuck to this idea: You're surrounded by zombies and you only have 6 bullets left. But you're a badass so kill in a max and delay the inevitable. It's a pretty common trope in the zombie genre but it seemed solid so we started detailing the interesting mechanics (ricochet, time stopped when we're not moving etc) while I started sketching in Photoshop and them coding in Godot . 6 Balls was certainly inevitable, but it really didn't seem fun and we were afraid that it would make the games really short, so we looked for ways to flesh out this gameplay loop without distorting it. Especially since just moving around our temporary levels with an enemy was very satisfying and fun so we were afraid of making the wrong choice. Earlier, the potential ricochet mechanic was mentioned. So we thought it would be really interesting to make the bullet ricochet to kill as many zombies as possible and recover the bullet when it passes over us.

After some testing it seemed perfect. The day passed quickly and I had time to set up our first level somehow, and it was while I was working at the mcdo that the devs continued to code, integrated the level and when I come back we already have a game that holds up, it was incredible. We were so motivated that two of us spent the night improving the game, integrating the berzerk bar which would encourage combos, parallax which gives a wonderful effect on the whole game. most of the play was done during the first 24 hours, the rest of the time was mostly a balancing of all the ideas integrated during the first day. I'm not a dev so my explanations are a bit vague but I took advantage of this time to make some nice assets, help with level design and game design. I'm pretty proud of what I was able to add to the game. During the night we had added the hud, but we had blocked on the animation of the skull during the berzerk. I had the sprites but we couldn't integrate them into the game even with a spritesheet. In the end when the second dev (hello sagiii) got up he was able to put it in place without too many problems. During the entire development we have always kept in mind a goal of elegant design. What annoyed my colleagues with the famous less is more. This design was important for the tutorial for example: you appear in front of an enemy, a simple diagram tells you to shoot, this one will ricochet the bullet in your direction so you understand that you are picking up the bullet when you pass over it. Chinoir is very proud of it and I understand it, he absolutely did not want to put a text to explain the controls, according to him showing the mechanics is better than explaining them. However, we should have better explained the combos, their importance, the time related to travel.
We're still working on the game, we're extremely proud of it, it's the first jam for two of us and it's also the first game I'm actually working on that isn't just learning how to use a hum hum engine. For the moment we are working on a polishing of the game, optimization and a graphic rework as well as a rework of the level-design which turned out to be a little unbalanced if we know the right strategies. Many of you enjoyed the game and I thank you and the whole team. If you have any questions, we will be happy to discuss them with you
Big love on u
If you haven't tried our game yet, it's happening here https://ldjam.com/events/ludum-dare/50/1-man-6-bullets ;)