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Void Call's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #3 | 4.391 | 4.391 |
Audio | #6 | 4.174 | 4.174 |
Overall | #12 | 4.261 | 4.261 |
Visual | #13 | 4.435 | 4.435 |
Theme | #82 | 3.130 | 3.130 |
Ranked from 23 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Are you using any third party assets?
no
Are you using any AI generated assets?
no
Did you use BulletFury?
No
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Comments
Nice game! I like the overall presentation a lot! Love retro pico8 games and this totally reminded me of it! I think there could be more theme related game design but in general it felt fun and looked cool to play! Gave you a nice rating! If you like to check out our game too! :)
this is really cool but what exactly are the consequences? i didnt experience anything when i was playing that would be a consequence besides getting hit removing a life
if you use sword on the green enemies...
Hello! 👋
Overall: ✨ Great job on the submission! The game felt very polished overall.
Fun: 🎉 I had a great time testing this one. The variety in bullets and the neat patterns made it fit the bullet hell genre well.
Visual: 🎨 Great visuals, the game looked impressive and well-executed.
Audio: 🎶 The music and SFX complemented the game well.
Theme: 📚 Loved the implementation of consequences with the risk and reward system. It added depth to the gameplay.
Other feedback: This game was very enjoyable to play. I would love to see you take it further and continue developing it.
Great job overall! 👏
I'm super impressed with this one! The art is stellar ;P and it's just as fun as it is visually appealing
Great concept, looks like really good retro game :D I had fun, patterns are great! Music and sfx are super!
I felt behind this game is so much development and heart. It's awesome entry!
Well made, polished game.
The game is super well-polished and looks very beautiful. I loved the graphics, the sound effects, and the music. The enemy and bullet patterns are also very well done, an excellent addition to the jam. Overall, I found everything fantastic, congratulations.
Hey, with the extra lives you don't get if you've already three then I would do it! ;) More seriously it confused me for quite some runs when I died with around the same score and around the same place after being quite sure I got damaged like 2 more times or 2 less times. The furthest I got so far is the 3rd pattern of the second (final?) boss although I'm passing through its second pattern only by chance and/or because I've got enough lives left, I can't manage to apprehend this one.
The game is super cool, definitely feels like an arcade one. It looks and sounds great, controls perfectly with all the right speeds and the sequences are very cool to deal with including specially fun boss fights with super nice patterns. I like your theme intepretation although as it's for scoring and I've not beaten the game yet I've used it only to see how it works (I regularly don't use the secondary fire), and it's cool.
That's a very cool game, thanks for sharing.
This is super polished for a 10 day game jam, well done! Music was jamming, the enemies looked really nice.
The boss patterns were very well designed and were a lot of fun to play, even if the second boss kept handing my ass to me.
I do wish the ship’s hitbox indicator had a constrasting colour to it. For me, it was impossible to see when not looking directly at the ship.
Yeah, by the time we upped the density of bullet we had grown accoustmed to the "feel of it" rather than the graphics, so point made, as others have as well. Glad you enjoyed!
8.9mil clear on first try. Didn't feel particularly difficult, though the last enemy's patterns were pleasantly tight and made me take the most hits out of the rest of the game.
Very polished, clean and pleasant to play, no rough edges whatsoever. Clearly made with LOVE. Very natural ship hitbox size for the amount of bullets, every point of damage I took felt fair. No first-time kills, no patterns that have to be memorized, ample opportunity for pointblanking. Lots of things I personally love in a shmup have been converged into this one.
Now, I should probably mention something worth improving, but since the game is so small-scoped and barely manages to miss with anything, I've only got a few nitpicks:
- I don't really understand the scoring. I guess the point is to kill as many enemies as possible and collect their crystals, and then there's this weird mechanic of reinforcements that only come when you kill an enemy with the blade attack for some reason? But why specifically the blade..? (People who can't read will never figure this out and may think it's random. I suggest to change reinforcement conditon to "kill green enemy in close range" at least, regardless of weapon used)
- For the final cutscene, I think the animation is too slow and doesn't look so great compared to how fluid the gameplay was (especially at 144fps). Feels like a cut for time, understandable if true.
- When I took hits my ship would jump away somewhere? Or was it some kind of speed-up? Didn't really understand what it was or its purpose.
- Theme implementation felt on the weaker side, a minor mechanic (and kinda obscure due to first nitpick) that didn't feel important during play. Not a dealbreaker, though.
Overall - great accomplishment for a 10 day jam game. Really not sure what else to add, very clean game throughout. Well done!
That is crazy you cleared it on your first try LOL , very well done ! 8.9m is higher than anything I've achieved haha .
The scoring is a race to get to max level / kill 150 enemies so that you get the increased multiplier- and then kill as many extra enemies as possible to benefit from the increased multiplier . Regarding the speed boost on hit , you get a zeroranger style knockback on hit- but you can animation cancel it if you hit a directional input during the disabled input , which boosts you in a direction and instantly gives you input back- it's easy to hit accidentally , but super consistent once you get into the habit of pressing a direction when you get hit .
Thank you for playing , and for the in-depth notes too ! . It's interesting you felt the hitbox was fairly intuitive , as it's been a fairly common complain that we'll likely have to address at some point .
Cheers Aru ! appreciate the notes a lot <3
Beautiful graphics and pretty patterns. It's got a gameboy color feel that I adore.
This feels like a game that was created by people who love the shmup genre.
I am a baby when it comes to the ancient art of Danmaku, so my score wasn't worth posting lol
Thank you Dr. Succubus M.D. , really appreciate you giving it a go !
All scores are worth posting ! >:)
Wow, really really impressive. I managed to clear it on my fourth try with a score of 7844880. Really really great level design and patterns. I feel like the popcorn forced me to stream a little too much, but then I realised I could just avoid summoning reinforcements so often... so definitely a nice risk/reward mechanic there. I also liked the blade forcing you to point blank enemies, and it seems like you deliberately made it relatively safe to do so. I actually have no criticism to give, sorry... This could totally be spun into a larger game.
I just noticed this is the high score in the comments section, so here's the proof :P
Fourth run victory?! Awesome! I think the game was balanced towards the harder side of things, so that's impressive! Thank you for checking out the game and for the praise!
Well done! There's so much I want to praise, but I'll try to keep it succinct. Visuals, audio, music - amazing. I'm impressed how even though I couldn't tell visually where my hurtbox was, my brain understood - good job! The gameplay is solid thanks to that intuitive element as well as the variety of enemies and how they are placed. I also appreciate the score multiplier mechanic, and the choice between bullets vs. blades made the gameplay fun.
From a personal standpoint as a gamer, this is the sort of game that makes me realize there's bigger fish! I defeated the first boss but swiftly lost to the second, achieving a score of 5,132,480. Thanks for making a game that I enjoy enough to be proud of the score that I get!
This is awesome! Great overall theme, music, and bullets and effects. AND done in a custom engine? :O
I'm a masochist , and 10 days feels a lot longer when you're sitting on the first xDD
Cheers Sato ! <3
🔥🔥🔥 SO COOL🔥🔥🔥
It plays REALLY smooth. Love the music, the visual polish, the clarity is great. Some of the patterns did get a bit chaotic so I just held down Z and held onto my seat as I went full tank mode.
Gave me great vibes of old school shmups like Raptor: Call of the Shadows. I think if a few more of the enemies had straight vertical projectiles the balance would be perfect. I don't hold that against you at all in the score tho.. I came to realize how difficult game balance is for bullet hells! Overall the patterns were really fun to dodge and think the tuning is in a pretty decent place as it is now!
Amazing work!
Quite beautiful patterns-wise, very smooth and clean with the gameplay , i can tell you polished this a lot
Cheers ! :^)
So far this was my highest score, but I'm definitely going to play more lol
Great little shmup with amazing presentation as a whole. It was pretty fun to focus in on certain targets or go for spread shots outside of that. The ship was also pretty fun to move around in general. The fundamentals of this game are damn solid in general.
It was also fun to increase the difficulty in-between by going for the blade attack. The bullet patterns were also interesting to dodge and damn tight at times lol.
That said, I have one big problem with the visuals. So much so that it kinda hampered the gameplay quite a bit.
As I said before, the visuals look great, but everything has this shade of white that makes it kinda impossible to distinguish between bullets and ships at times. At times, every bullet just looked the same because they were all pre-dominantly that same shade of white. Same for the ships as well. This really hampered the game's readability imo since I couldn't really distinguish between my bullets and the enemy's bullets at times
The above issue I mentioned is probably just a skill issue on my part lol, but it's part of why I just ended up randomly shooting and moving sometimes since things just got too chaotic, rather than being a controlled sense of chaos if that makes sense
But regardless of any issue I've brought up here, this game was still great, and I'm definitely coming back to it. Kudos to your entire team cus you peeps made something damn good which is polished to a damn shine
Thanks for the thoughtful writeup ! I'm really glad that you enjoyed so much of it , the white-on-white is really tough though; and something we didn't really even notice until release !
I know what you mean about the chaos , it does balance out a bit when you get a bit more confident with the patterns- but that sense of chaos never really goes away xD
Cheers mate !
:^)
Fun game! I really liked the music choice too, simple but catchy. Perfect for this type of game.
Our expensive in-house musician will appreciate this !
I really like this! I’m usually a sucker for games with a story and something to pull you in, in addition to fantastic game play; however, this game is just sheer good game play!
It’s smooth and responsive, zero lag, and instantly intuitive with how to play.
Excellent Shmup, beautiful visuals, and superb use of bullet patterns and colors. The gameplay feels smooth as butter too. 10/10
Cheers !
Nice visuals and Gameplay!
Cheers mate !