PROJECTIME is a turn based 3D platformer bullet hell, made by me alone using the Godot 3.0 game engine.
You walk around in abstract space, snapped to a grid, while avoiding the millions of lockstepped bullets spawned by evil indigo cones - and also while avoiding the maroon abyss below you.
When you collect ammo you can shoot back.
Controls (also explained in-game):
- Arrow keys to walk - Space to jump - X or C to shoot horizontally/vertically - F11 to toggle fullscreen - ALT+F4 to quit
You'll need a decent GPU to run this. It probably won't run on your grandma's laptop.
Available for Windows, Mac and Linux. Beware! The Mac build is untested.
Very pretty game with gorgeous sound effects. It's a bit tough with the firing patterns of the enemies not leaving a lot of room for error, but it is satisfying when you manage to make a hit. The quick restart is really good, and makes for some compelling play.
Very pretty graphics and good soundtrack. However, I had a lot of trouble actually playing due to it being hard to tell where everything was. Being able to rotate the camera or something would be nice, at the very least making it clearer where the ball is. Far too many times I fell off the edge due to miscounting how many steps I had taken/had left in the jump. it was also often difficult to figure out where the enemy bullets were going to go.
I also had some weird lag issues, but that's quite possibly just my machine.
Gorgeous game, stunning really. I got to the third level and I know I could have completed it, I just got a bit annoyed the fourth attempt while taking down the cone and falling off the grid because I though I was one off from where I were. And I'd say that is the one thing I'd focus on: Improving sense of height and sense of grid position-position. The first made it hard to know if bullets would hurt or not. Here one way to illustrate that more clearly would be to blur bullets that are on different height. Or work with their colors or something like that. The light effect showing height over ground was really nice but it was still hard to know if I had landed or not. Basically just hoping that I was on ground rather than feeling sure I was. Perhaps making that height effect a bit more exaggerated and have a specific landing effect (could be audio). That would probably also resolve the grid position-issue.
Another thought, perhaps be nice with gold and silver medals (or similar) based on the clock-time it took to complete the level.
@local-minimum Thank you! Having a sound effect for landing on the ground would be a very good idea indeed! I also should have made the circle on the ground smaller and more obvious, yes. Also an indicator for bullets that are on the same level as you would be a good idea as well.
What an idea, I salute your game making skills! Just played it (thanks for releasing the MAC build btw!) and couldn't help but admire the polish of both graphics and gameplay.
I like it! It's a fun game, but one thing I would say is it was a bit hard sometimes to tell if I was still in the air or on the ground in the level where you start off in a square and there's a climb to the right. But overall I like the game, it's challenging but fun.
I really like the concept, but it's often hard to figure out if you are in the line of fire. If you added the ability to rotate the camera and trails on the projectiles it'd be a lot easier to play.
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I also had some weird lag issues, but that's quite possibly just my machine.
Another thought, perhaps be nice with gold and silver medals (or similar) based on the clock-time it took to complete the level.
A really great game though. Very well made.