In Development

Shmooblin Blaster

Shmooblin Blaster is a hardcore bullet hell boss rush game I'm currently working on, and it is pretty early in development. It currently has two finished boss fights, and I plan to add at least two more bosses, better mechanics, and a bit more polish before its finished.

Please let me know in the comments what you think of the game, any bugs, and what you'd like to see.

Controls

  • WASD to move the player
  • ARROW KEYS to move the crosshair
  • SPACE to shoot
  • ENTER to enter boss fights and text boxes
  • ESCAPE to exit text boxes

Planned Features

(Not in exact order)

  • Third Boss
  • Fourth and "final" Boss
  • Story elements
  • Nightmare Mode
  • More visually distinct phases for each Boss
  • Credits 
  • ? Secret Bosses ?


    Credits

    Design, Code, and Art by Christopher Weebly

    Music composed by Bert Cole at https://bitbybitsound.com/

    Updated 3 days ago
    Published 21 days ago
    StatusIn development
    PlatformsHTML5
    Rating
    Rated 5.0 out of 5 stars
    (1 total ratings)
    AuthorChristopher Weebly Studios
    GenreShooter
    Made withConstruct
    Tags2D, Arcade, Boss battle, Bullet Hell, Difficult, Indie, Pixel Art, Retro, weird
    Average sessionA few minutes
    InputsKeyboard
    AccessibilityHigh-contrast, Interactive tutorial

    Development log

    View all posts

    Comments

    Log in with itch.io to leave a comment.

    (+1)

    Love the music! Great variety on the shooting patterns. I would've liked to see possibility of using the mouse for aiming. I was also going to suggest having the part that needs to be shot highlighted, because I had trouble reading the prompts for which part was vulnerable. Then I realized where the text spawned corresponded with which part was vulnerable so that helped a bit. 

    I think for a bullet hell game like this I'd suggest more responsive movement, instead of the acceleration happening here. But that can be a design decision, it's just what I'm used to from other bullet hale games.

    Great game all around, good job!

    (+1)

    Really cool game! The art is awesome and the boss designs look really good in my opinion. I also liked the music, which was very fitting for this game. I sometimes had difficulties with aiming while moving, but maybe I'm just bad at the game xD

    (+1)

    Ha thanks! I liked designing the weird boss guys. The aiming and movement definitely needs a little bit of tweaking to get it just right, but it also just takes some getting used to. Thanks for the feedback! 

    (1 edit) (+1)

    Cool game! I liked the art style and the boss designs. I also liked the attack patterns and different phases for bosses.

    I don't know if it's a design choice but i would prefer if you can hold for attack rather than spamming because it can get tiring if you fight for a while.

    Also the crosshair feels unprecise because it's slow and floaty. This makes it tedious to aim at body parts sometimes.

    Besides these the game is looking good, good luck in development :)

    I added the idea for holding attack down instead of spamming, and I like it better! I'm working on tweaking both player and crosshair movement to make them feel better, and I think lowering the crosshair deceleration time made it feel a little better. Thanks for the feedback!

    (+1)

    This is fun! I like the goofy, almost creepy but simplistic art style, and locking future bosses behind a password is really clever! This is likely just a skill issue on my part, but there were times where the characters movement felt a little sluggish. Maybe there could be a way for the player to upgrade their speed, or unlock a dash, or I could just get good lol

    Thank you! I thought a password would be best for replayability  so you can just remember them and pick up where you left off. I've been working on adjusting the player movement speed and acceleration to something that feels good but stays balanced, so that will most likely change or have upgrades available in the future.

    (+1)

    Love the game so far! The challenge of dodging and aiming is really fun and I can't wait to see what's next! One thing that would be helpful is if your character and the bullets were in front of the status bar instead of behind.