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A jam submission

Bullet RouletteView game page

A grid and turn based top down strategic shooter
Submitted by SbeifGames, Gnommy, Kape99, Lauro-Vincenzo — 1 hour, 52 minutes before the deadline
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Bullet Roulette's itch.io page

Results

CriteriaRankScore*Raw Score
Gameplay#93.8933.893
Overall#293.7143.714
Gameboy Soul#343.9643.964
Quirkiness#383.6433.643
Graphics#424.0364.036
Secondary Theme Interpretation#493.4293.429
Soundtrack/SFX#603.3213.321

Ranked from 28 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game meet GBJam's theme?
Bullet choice is randomized and you might get the wrong one at the wrong time

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Comments

Viewing comments 24 to 5 of 24 · Next page · Last page
Submitted(+1)

I really liked it, the random bullet choice makes you changing strategies just in case and that feels nice usage of the unlucky them. The graphics are really good and I liked how the camera change and character flip helps understanding you are going to do the next action in that direction. The only thing I felt was that, after understanding a bit the game, it was difficult to lose so it lost the challenge in some way. Awesome work in general.

Submitted(+1)

definitely feeling all of the crypt of the necrodancer vibes from this.  and loving all of the aesthetics as well as a good theme interpretation . I think my only gripe is that it feels like im dealing with tank controls when moving my character.  

(+1)

yeah, like it! art and music are great, and it has a crypt of the necrodancer vibe in play style.
the random bullet selection on firing is definitely appropriate for the jam theme, but I wonder if the selection could have occurred before firing, so you always know what your next bullet will be, and can base your next move on it. Might have introduced a little more strategy perhaps. Very solid base of something here if you wanted to continue with it.

nice work!

Submitted(+1)

Very polished and fun, it reminds me a bit of Necrodancer. The art and colors are very nice, and it's all presented super well. The movement controls are unique, but I think they work nicely on the most part. Though as the levels get bigger and more difficult, there's a lot more time spent mashing the button which irritated my hand a bit.

The difficulty spike after mortars are introduced (level 3?) is pretty extreme. You face a single mortar, then immediately get funneled into a room with like 10 of them and a bunch of slimes. Even after understanding that I had to walk between them, having to fight the two leftover in a small hallway alongside 2 other slimes approaching me felt like quite a lot to ask of me when I was still just barely being introduced to them.

The next level had a similar jump in difficulty for me, when you suddenly step into a marathon of slimes and mortars. I can see there's strategies and patterns to learn, and situations being set up specifically to teach me, but there's such a huge and continuous influx of enemies that it makes it hard to know what I'm supposed to be learning or focusing on. In this particular level, dying meant charging through an army of easy slimes just to get another attempt, so eventually I ended up giving up. I think the design at this point of the game could benefit from simpler, more isolated challenges that demonstrate certain patterns and strategies, then saving the huge gauntlets for when the player has more experience with them.

But I do think this is a very good showing. A very impressive and well-made project overall.

Submitted(+1)

Very unique and overall a great entry. Nice clear graphics and a catchy track. My main complaints are small QoL issues. Losing your arrow input if the character isn’t stopped was frustrating at times, even if you were still holding it down when you pushed “move”. I would appreciate the move animation to be faster too, because there’s a lot of downtime moving around. Also worth mentioning that on my first playthrough, I didn’t realize you could fire again to reload. I ran out of ammo and fled until I died.

As far as gameplay/design, I really liked it overall. I found the regular bullet to be the best by far, with the artillery shot having uses. The other two I found entirely useless, and ended up jettisoning them when possible. It’s maybe too easy to cycle your shots, and the corridors made it easy to abuse the slimes. The 2nd level could also use a reason to not just run straight for the end.

Minor criticism aside, I think this is a very successful entry, so great job!

Submitted

The way you move is great, it gives such an old-school feeling, and with the graphics and items the game is a lot of fun!

Submitted(+1)

That was really quite awesome. The mortars absolutely destroyed me but I had a lot of fun with it. Great work.

Submitted (1 edit) (+1)

The control scheme is unique but still intuitive however the player would still move the previous direction if you quickly chose a different direction. I would have liked the movements to each grid to be abit quicker just as a QOL Improvement but the enemy movements and attack patterns all made sense. The last level was definitely the longest and most difficult but managed to complete it after a few runs.

Submitted(+1)

This was super fun! I like that it's fast-paced. Everything about it shines really well, the palette works well with the western theme.

Submitted(+1)

Cool game! It's quite fun to play

Submitted(+1)

Fantastic mechanic! It's quite chess-like, but with that nice extra step of managing probabilities.

Great work!

Submitted(+1)

Oh, this is so cute and fun. I love the tile based movement and the random ammo. I did feel unlucky at times getting the lob shots at the wrong time, haha. Great work!

Submitted(+1)

Very fun concept, I liked the random ammo and it felt pretty good to play!

  • The camera moving where you faced felt really good!
  • It would be great to be able to hold a direction to buffer it when you land, instead of needing to wait to press it until you do
  • I had to click to get past the main menu, at what point there was no longer controller support?
  • I loved the cannon hallway where they blew themselves up 🫠
  • Great use of "being unlucky"- I often shot the lob bomb when a slime was in my face!
  • Despite that, the plentiful healing made it feel like mistakes or bad RNG was forgiving enough
Submitted(+1)

Fun game I really had to think about what bullets I had available and the enemies positions. The enemy I had the most trouble with were the cannons I would always have to lock in when they were on the screen.

Submitted(+1)

Very nice game. Also feels very much as if it could have been on the actual device.

The enemies can be surprisingly challenging for the limited amount of possible moves they have.

Jam HostSubmitted(+1)

Really nicely implemented mechanics, that does a very good job of being gameboy-like, more so than just having 4 colours/a limited resolution.

I liked that it told me nothing about the world - it was all just there for me to work out and the mechanics all emerge quite easily.

The AI was more cunning than I expected, always avoiding your line-of-sight until it was forced to step into your path.

Oh, and just so you know, you can exploit the travel time on the cannons shots to jump out of the explosion radius, even if you shouldn't have been able to from the regular timings. Also, any time I reloaded without enemies present I'd fire off a round without pushing "fire" again.

Incredible game with a challenging final level - feels good to have overcome it and reached the end.

Submitted(+1)

Really polished game! One of the most true to gameboy one's I've played of these. Lots of very creative decisions with mechanincs and movement. Very solid submission, very cool. Fun to play.

Submitted(+1)

I love the movement mechanics, and the ammo system is really well-executed. It's a lot of fun.

Submitted(+1)

Super unique take on the theme! Really liked the mix of strategic step-based movement with the randomness of having an unknown bullet in the chamber for every shot. Really nice!

Submitted(+2)

The movement felt like it took inspiration from the likes of *Crypt of the NecroDancer*. It took me a little bit to figure out how to move and not just turn.
The wheel of ammo that is chosen from at random definitely feels unlucky. Did one run, ran out of ammo until I got more through reasons I'm not certain of, and then promptly died to two slimes.

Music is snappy, art is thematic. In all a solid entry.

Viewing comments 24 to 5 of 24 · Next page · Last page