Billy's Gone Again
Delve into the depths of the outback with your arsenal of homemade "guns" in Billy's Gone Again.
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Find The Game Here: https://kingofnova.itch.io/billys-gone-again
There have been no updates since release!
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Controls:
WASD to move
Space to Dash
1,2,3 / Scroll to switch weapons
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Use BEER to Heal
Use CACTI NEEDLE for Shotgun
Use SNAKE OIL for Flamethrower
Credits:
George Shea - Lead https://www.linkedin.com/in/georgeshea-software/
Préda - Main Programmer/Lead https://twitter.com/Preedda
WilloXs - Artist
Rat - Artist @spookii_ghostii on Instagram
Waltson Tanaka - Music/Sound https://waltsontanaka.itch.io/
As always hope you all have a wonderful day.
___________________________________________________________________________________________________
Find The Game Here: https://kingofnova.itch.io/billys-gone-again
There have been no updates since release!
___________________________________________________________________________________________________
Controls:
WASD to move
Space to Dash
1,2,3 / Scroll to switch weapons
---------------------------
Use BEER to Heal
Use CACTI NEEDLE for Shotgun
Use SNAKE OIL for Flamethrower
Credits:
George Shea - Lead https://www.linkedin.com/in/georgeshea-software/
Préda - Main Programmer/Lead https://twitter.com/Preedda
WilloXs - Artist
Rat - Artist @spookii_ghostii on Instagram
Waltson Tanaka - Music/Sound https://waltsontanaka.itch.io/
As always hope you all have a wonderful day.






Comments74
Only nits were it wasn't easy to distinguish which weapon you have active. The mouse wheel control is a little twitchy and hard to land on a specific weapon, but still a cool way to switch out weapons in this style of game.
I'm really glad you enjoyed it, thanks for the review and for leaving a comment!
@eonarheim Nice strats, one thing you might've missed was that you can also use numbers to switch weapons
Good job. 😃
Graphics: really cool pixel art style, funny animations
Audio: the best sfx and main theme
Overall: very funny bullet=hell game
Can I have permanent death?
Beer is for healing. What for other things?
Had some trouble with the camera, but I guess it's my lack of skills to control it properly =P
Good job, everybody!
I very much enjoyed the different gameplay styles offered by the different weapons. The final boss and music were the perfect conclusion!
My one improvement suggestion would be to make the camera a little less frantic. Maybe a slightly larger field of view. I like that it follows the mouse a bit, but it wasn't always easy to see in more than a single direction from my character.
To improve the game even more I would suggest moving the ammo indicator a bit closer to the player's character and maybe some UI indication of the weapon now in use.
I've recorded my playthrough if you're interested. :)
Great sound effects and music! Got the atmosphere just right and remebers me of old plataform games! Really great job guys!
The floor tile UI tips are awesome, so many games miss out on in game control hints and its a great feature, They did blend into the BG tiles a bit, i almost missed them.
The mouse scroll wheel to change was giving me a lot of trouble on my crappy mac mouse, but then i realized num keys also worked! then I started having a lot more fun. This is vert polished and i had a blast playing it.
- the Flamethrower was awesome looking, all the weapons stood out.
- Snakes in boots were excellent, all the enemies felt cohesive and worked well.
- The white outline and animation on pickups is a great touch, really helped me to keep track of them in combat.
nice work!
Very enjoyable project all in all, was satisfying to beat the boss. Great job guys keep it up!
I'm a person who's really bad at keeping track of multiple weapons in games, so when I was introduced to three different weapons off the bat, I was immediately of the opinion that I was only going to use one of them throughout the run. That said, I quickly grew to like the others much more than I expected! Around the middle I was delighted by the flamethrower, and by the end I was almost exclusively using the cactus needle gun after having picked up a bunch of ammo for it throughout. Each gun had a distinctive feel and use that made it actually feel impactful switching between them, and each of their firing types was actually fun to use, so great work there!
I appreciate that ammo was given in good quantities throughout - it was always limited, but not so much that I felt I was going to be run out at every turn and corner, and whenever I swapped weapons, I usually had enough ammo stored up in it from prioritizing the others that I could easily go for quite some time with the one I switched to. It was also very easy to pick up on which enemies to prioritize for what - I appreciated that whenever I was running low on health, I could instantly see a skeleton and know that's who I was going to be targeting.
I easily found cacti to be the scariest enemies, the last boss included (once I found out I could hide half behind a wall and pretty easily hit him because he was so large) - more of those included in the last boss room may have made it more challenging, but as is it was a satisfying conclusion to the game with a bopping soundtrack to boot!
The only thing I might recommend for this game is showing a picture of the different types of ammo above the weapon ammo amount when you switch (i.e. showing a picture of the cactus thorns above the cactus gun ammo when you switch to it and showing a picture of snake oil above the flamethrower ammo when you switch to it) - the distinctions of the guns wasn't super easy for me to make out on the tiles, and an easier indicator of what ammo was loading which gun at the beginning would have been an easier way to ease players into them. I was definitely able to pick it up pretty quickly anyway, but it would have been an appreciated UI addition.
Overall, absolutely great work - It was a pleasure to play, and I think your team did an absolutely amazing job putting it together! ☆☆☆☆☆
Now that this has been said, this is a pretty cool game. It went on for a bit too long, I think having multiple level rather than one long one would have been better (I started to wonder if it was infinite just before I ran into the boss). For the entire playthourgh up to the boss I thought the flamethrower was bugged as it seemed to not do any damage when I shot it at ennemies, it's just against the boss that I realized that you had to hold the mouse key down, maybe an indication would have helped. Also, icons for which weapons is equiped, and a bit more challenge.
Overall, this is a pretty good base for a little game. The Nuclear Throne / Entre The Gungeon gameplay is a tried and tested formula that's always fun and the universe seems interesting. The music and sfx are also pretty good.
Seripusly, this was great! The characters and their animations were quirky and enjoyable, the combat was satisfying (once I stopped using the pistol...), and it's one of the more fun entries I've played. I'd maybe move the camera back, increase the pistol's fire rate, and add a reload button - but other than that, this is awesome!
This is probably among top entries when it comes to how fun it is to actually play.
Also, do the snakes drop snake oil? nice touch.
There were a few times when I dodged upward and wound up outside of the camera's view. I was playing fullscreen on an 21:9 monitor, so that may be why.
Thanks for the game. Well done!
Will you continue to work on it post JAM? Either way, great work!
Anyway this is still waay better than what i did in 72 hours so good job, amazing game
The different weapons were interesting.
The sound design is very well done and the visuals are good.
Thank you for the game.
I do have suggestions to improve as well. The level was so long and all the same that at some point I started doubting whether there is an ending and whether I'm moving in the right direction. Some feedback to the player that you can win this game would help. A story would be really nice to understand what you're doing there and what you're after. Otherwise, feels more like a generic bullet hell with unlimited procedurally generated world. Not sure if every player will have the nerve to make it till the end.
Another small suggestion would be to make dash give you invincibility for a short period of time, otherwise it's not that useful. I haven't seen a need to use dash till the final battle.
Finally, I'm so glad that there was a final battle, defeating the boss felt rewarding. But after winning the game just froze for several seconds and then returned to the main menu, which wasn't rewarding at all. Even a "Congrats" text would make it more rewarding. But ideally, some uncovering of the story and a small animation would make player experience a lot better. I would personally trade one of the weapon and enemy types for it. 😄
Nevertheless, overall, really amazing job for a jam game. Very impressive and inspiring. Well done!
Only tiny piece of improvement you could have made is to add like a time based scoring system and to incorporate a tiny bit of story.
Good stuff!
I really loved to play the Game.
I dislike the Flamethrower just a bit because you just not able to see anything anymore when you use it.
And One Point in the end was a bit disappointed, I dont know what exactly happend. I think I killed the Boss but the game froze and went back to the Mainscreen.
So what I would recommend is to put a Win and Loose screen in the End.
NExt to that the Game was really really nice.
WEll Done
I loved the graphics (the enemies sprites are awesome), the smooth movements and controls, well balanced fights, also the country-inspired soundtrack and all SFX were really great and fitted the game very well.
I don't have much to add other than what has been said in previous comments, such as: a better indication that you have other weapons (maybe a hud or just a weapon icon), some indication of the checkpoints, maybe a life counter (game over when it reaches 0), and maybe a level progress indication - but these are only details to improve a pretty solid game.
Congrats for the great job!
The character seems to slide around instead of moving, also the blocking obstacles are a little tough to distinguish with the normal map. These are only small grips though from a very well done good dungeon crawler.
The graphics are very nice and charming in a lofi way, though it might've been good with a bit more contrast between the floor and wall tiles. The game controls very nice but it does feel "loose" - perhaps some momentum or more weight to the character would make this feel more grounded.