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 Post subject: Bullet Party - Shoot the party crashers! [1-4 players][DEMO]
PostPosted: Fri May 19, 2017 1:56 am 


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Joined: 14 Sep 2014
Posts: 15
Hi!!! :D :D :D
I'm making the 1-4 players shmup where you shoot party crashers at the night club!

Watch the trailer and vote Yes on Greenlight if you like it!
Download beta

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Image Bullet Party - Shoot the party crashers [1-4 players][Download]


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 Post subject: Re: Bullet Party - Shoot the party crashers! [1-4 players][D
PostPosted: Sat May 20, 2017 12:15 pm 


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Joined: 26 Jan 2005
Posts: 11505
Location: Wherever.
Just wanted to say I had a quick go at this and rather enjoyed myself; some levels are more traditional dodge-and-react challenges, while others are more puzzly, which keeps things interesting. Looking forward to future revisions, best of luck on Greenlight.
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 Post subject: Re: Bullet Party - Shoot the party crashers! [1-4 players][D
PostPosted: Thu May 25, 2017 4:19 am 


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Joined: 21 Jan 2010
Posts: 376
Location: Indiana, USA
This is pretty solid!
I played to 14%, into some puzzle-timed levels before stopping currently.
I like it!
I think the music was good. The enemy behaviors were good. The art was nice. The high-res sometimes versus low-res sometimes was a little odd but mostly worked.

A few things:
1. When I got the 'super quad power' blue thing, I didn't get what it did at first. I would make my bullets very bright/super powered looking. That could help. I was pretty sure I was invincible the first time I got it.
2. The in-ability of the right stick to shoot in any direction, though I'm aiming in any direction, was at first, strange. I eventually got used to it, and I think it makes sense design wise. Still it might be nice for the player to have a short 'laser sight' for user feedback to know where the right stick is aiming currently. I don't mean make the bullets change how they act, just a small line coming out of you, showing your current aim direction. Maybe.. consider it.
3. At least for me, in full screen on 1980x1080, the 'size of the level' didn't always fit the size of my screen. I didn't like not knowing where I would 'hit an invisible wall'. I think the edges of the level should be shown/defined. Maybe the outside color is all different. Or maybe the outside is just an outline of white... but something. I think you should show the edges as it's important for the player when knowing if the grey wall in a level is *next to the edge*, or one block away and I can get around it (for example).

Keep up the good work, and I voted on greenlight!
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Next game is a new giant arcade-adventure: Pig Eat Ball. Also made shmup with multi-ships: Shoot 1UP, Gunstacking game: Serious Sam Double D XXL, and more shooters.
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