
Firstly, as I mentioned before, the enemy designs and movements are completely randomised, and while you’d think that this would mean greater variety, the reality is actually the opposite. It’s also a pretty game, with Tron-style vibe that is at its finest when the screen is absolutely filled with bullets.īut the game itself is a flawed concept, and that’s for a couple of reasons. In fairness first, this game is a one-man project, it’s incredibly cheap, and even though it’s an endless game (in each of its two play modes you stop playing when you get the “game over” screen – there is no end boss and victory), there’s an online high score leaderboard, which provides the game with enormous replay value.


So what do you think happens when, rather than carefully designing and placing enemies for optimum impact, the developer leaves everything up to chance? With practice, patience and sheer stubbornness, a player will finally clear a bullet hell game, and that comes with a raw sense of satisfaction that we don’t generally see these days. Like a good dance, a good bullet hell game is also carefully choreographed, with the finest designers of the genre placing enemies and attack patterns in just the right places to gently encourage players into learning the delicate movements needed for success. With thousands of projectiles on screen at once and giant, menacing enemies, the player relies on pixel-perfect twitch reactions and foresight to be able to dart in and out of tiny “safe zones” where there are no bullets to be able to return fire. A good bullet hell game is almost like an intricate, difficult and deadly dance.
