Bullet Hell Reversal (B.H.R)
Final Year Project
1 man project (solo programmer)
Game
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Information
Genre : Shooter / Arcade
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Platform : Desktop
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Bullet Hell Reversal Feature Rundown :
Player :
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Reflective Shield
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Catch 1 bullet = Single Shot
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Catch > 1 bullet = Spread Shot
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Ultimate Ability
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Grants player Invincibility + Time Slow + Instant Kill
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Kills enemy by contact
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Enemies :
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DDOS
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Before round 25, chases player and attempts to collide into player to deal damage
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After round 25, chases player and attempts to collide into player to deal damage and explodes into 4 bullets after lifeline ends
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Basic
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Finds the player and shots a single shot at a set interval
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Moves away from the player when distance between is too close
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Spammer
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Finds the player and shoots a barrage of bullets at set intervals
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Moves away from the player when the distance between is too close
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Gameplay :
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Difficulty Options
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Normal
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Basic gameplay
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Starts from level 1
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Veteran
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Starts from level 25
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Easier to get points
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Insanity
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Starts from level 50
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Easier to get points
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Difficulty Meter
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Shows the current difficulty of the gameplay
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DDOS Phase
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All Game Modes start with a DDOS phase
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Every 15 rounds triggers a DDOS phase
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Enemies spawn rate
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increases every round
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Spammer variant spawns from level 20 onwards
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DDOS appears in waves from level 15 onwards
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Damage
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Bullet damage ramps up from level 30 onwards
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High Score :
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Online Leaderboard
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Upload your High score to an online leaderboard
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View the top players on the leaderboard in game
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In-game High score
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High score is saved onto the player computer
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Misc. :
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Background
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Dynamic background
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Bullet
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When bullet has higher damage than base damage, bullet has a pulsing animation
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When caught by the player, the bullet turns blue
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Player
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Player movement acceleration
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Gameplay
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DDOS spawns in mass amounts if player chooses to dodge and ignore enemies
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level remains stagnant when that happens
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High Score
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Username has constraints
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no more than 6 letters
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no usage of *
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Developer notes :
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Play style
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During the many tests phases, I discovered an interesting way the player can interact with the bullet.
- The player can catch a bullet they threw if they are fast enough
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UI
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Bullet Count used to be beside the shield bar. However it was removed in the latest update.
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Reason for removal was that upon play-testing the latest builds, the count has become redundant
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Another reason was to make the the remaining bar instantly understandable, therefore in its place icons of what the bars were was introduced instead
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The Difficulty Meter was initially introduced to give the player a sense of how difficult the current stage of the game was
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The difficulty meter turned out to be more for a viewer watching the player then for the player themselves as such
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Comments
​Bullet Hell Reversal was a game that I did for my final year project and I took this project as a Solo Programmer. During the journey of making the game, I faced many challenges balancing my time with my other modules and bugs I found in the game whilst developing it.
What makes Bullet Hell Reversal so special is because I wanted to make a game that heavily emphasized on the word Reversal. However, initially I was stuck with the forming the idea for the game. I tried many variations at the start of the game and I failed multiple times to create something that I felt resembled the idea of reversal I had in mind.
During my research, I came across a game prototype that had a strong reversal element in the game! It was a 3D game that allowed the player to use to power of reflecting bullets to the enemy to kill them! It was exactly the inspiration and reference I was looking for.
With the reference and inspiration set, I began officially working on Bullet Hell Reversal. The initial prototype of the game got the attention of my lecturers and friends as they tested my game, claiming it was an interesting concept and was already very fun as a prototype build. As such I knew I was moving in the right direction.
Along the way I happened to chance across a Distributed Denial of Service(DDOS) document which was reporting about the visualization of DDOS. As my premise of my game was related to hacking and digital warfare I decided that it would be a great addition to my game therefore creating the homing phase.
But most importantly, I had received great and amazing feedbacks along the way that allowed me to get the game to where it is currently.