
Blending classic shooting game design with a substantial dose of modern day bullet hell and flashy pyrotechnics, Bullet Soul has it all! Play through multiple modes, all designed to welcome newcomers to the genre, but also challenge experts aiming for ever higher scores.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese**languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Great game, if you are a fan of shmups, its a must have. Regular price is even pretty good in my books.
Challenging, yet remarkably accessible bullet hell game because of the bullet mechanics. Shoot an enemy, their bullets turn into ghosts. absorb the ghosts, get a higher multiplier. 3 ships in the main game, 4th ship added in the "B" version, a time attack mode, and direct level access so you can practice without having to start from the begining - again. The music is also absolutely phenomenal. It's epic in all the right ways, without overshadowing the game itself.
ever time i finish second loop it crashes after the boss on version b not tried any others. today i tried it and got past the boss and it show it in it original size, less than quarter of a screen then crashed. no good if you cant complete game. any fix.
I rate Bullet Soul 3.5/5. Pretty good. (If you are in a big hurry you can stop reading here) However, the main TL;DR section begins right here: This is a pretty good vertical scrolling, arcade-style shmup game. While fairly short, this game doesn’t really do anything seriously wrong (other than make it apparently impossible to rebind the keys if you are using a keyboard (but the default keys are fairly intuitive once you figure out what they are)). Bullet Soul has good features (except when it comes to menus related to controls), responsive controls (once you figure out what they are), adequate graphics with a good sense of speed, adequate (though bland) music/sound, good (but somewhat bland) enemies and (asides from not being able to bind keyboard keys to a custom configuration) doesn’t do anything really irritating (it doesn’t force you to unlock characters, grind anything or give you a limited number of ‘continues’ when you die). This is a good little game for casual and serious arcade game players alike. The TL;DR section is now over. If you are in a hurry you can stop reading now. (Haven’t you ever seen any official government reports or technical scientific papers? They are laid out in pretty much the same way. That’s why the above paragraph is located at the top of the document; so you can access it even more quickly. I shouldn’t have to tell you this, you should already know this by default. This is really basic stuff. Sheesh). ------------------------------------------------------------------------------------------------ + Very challenging but with the ability to ‘continue’ an infinite number of times after dying to get more lives (at the cost of resetting your score each time you ‘continue’). The enemy fire/bullet patterns can be quite numerous and challenging while the infinite ‘continues’ helps the game feel laid back for beginners and people like me who aren’t really that great at games like this. + Wonderful sense of speed with some nifty (if fairly standard) environments. One of the areas is an outer-space battle with big ships in the background which you will face later on in that level. While not totally unique, including this kind of environment is a nice touch. + Nice variety of game modes (access the different overall game modes by pressing the left or right arrow keys once you get to the main menu and alternate main menus will appear). I prefer Bullet Soul B (it’s easiest and lets you select from all 4 characters). + 3 or 4 (depending on which mode you play) characters/spacecraft to use which are accessible from the outset of the game each with their strengths and weaknesses and unique firing patterns. They are in different colors (blue, red, yellow and pink) and so are easy to distinguish during multiplayer matches. Each character is fun to use. + Nice variety of lower enemies. Boss fights seem fairly normal for this type of game but are somewhat bland. +/- This game has only 5 levels making it a fairly short game but each of the 5 levels are good. However, I have no idea what the game’s story is and I don’t think it even matters in this case. I think the blue spacecraft might be some sort of police ship because it has little rotating red and blue lights on it and the lady is in some sort of uniform…I GUESS, so from how she’s dressed, she’s either a police officer or a stripper…or maybe both. Maybe the red ship pilot is a crazy ninja pirate with bandaged ribs and the yellow ship pilot is some sort of old guy. I got kind of an ‘old ninja master teacher’ vibe from him but I really have no idea. The pink ship pilot might be an android lady in a swimsuit and her spacecraft has giant hands floating next to it. Maybe she needs to be an android to control the giant hands. Not really sure since the hands have no fingers though, or maybe the firepower the finger stumps shoot ARE the fingers. I guess players could make up explanations for themselves if they want to but then the game is only 5 levels long anyhow so why bother? Anyway, I had fun, and that’s the most important thing, right? - This game has obtuse control menus which assume you are playing the game with some sort of console controller. The game appears to have no menu support for keyboards or for rebinding keys on keyboards. That’s OK though because the default keyboard control scheme is fairly simple and intuitive once you figure out what it is (which you will probably figure out only after pressing random keys while playing the game). The controls are very responsive though. It can get slightly irritating that the escape key is for exiting the entire game rather than just whatever menu you’re on. - This game has the typical frenetic Japanese arcade-style, somewhat bland, heroic music which this type of game is apparently prone to having. The music doesn’t stand out as being particularly good or interesting and gets boring fast. - The sound effects are similarly bland and forgettable and all spoken dialogue (mostly just repetitive phrases when you activate special weapons or die) is in Japanese with no subtitles; but this is also fairly typical for the genre. (I sometimes wonder about the voice actors who get hired to do games like this: Director: “Okay, first we want you to shout “I’m Dying!” Actor: “I’m Dying!” Director: Now say “Ahahaha! Actor: Ahahaha! Director: “Okay we got it, we’re done here. Thanks for coming into the studio, have a good day! We’ll mail you a check. Sorry about the traffic.” More realistically, my guess is for games like this, designers probably just use various voices from people who happen to work in their office or happen to be nearby. That way they wouldn’t have to pay the voice actors anything extra at all).
このゲームもSteam Link だとノーウェイトの爆速状態になってしまいます。
(to much) i like bullet hell games BUT. I fill like its hard to follow. looks cool but i need advancement and fun. this was a, let get throw it and next type of game. wish there was more to it. if you like this go play r-type, better pace of a game.
Gran shmup para los amantes de los Danmakus estilo CAVE, muy buena banda sonora y jugabilidad
Bullet Soul é um jogo bem competente, e que eu não vejo o devido e merecido valor por aí. Um jogo que é do sub-gênero de shmup Bullet Hell, ou seja, em dados momentos vai ter MUITA coisa pra você esquivar, e os controles são bons, as naves são legais, o ritmo é bem competente e tem diversos modos de jogo. O modo "padrão" seria equivalente à um Arcade, direto da máquina mesmo mas com continues infinitos, com padrões absurdos e meio desleais até eu diria, só ver os 2 últimos bosses que são coisa de doido, mas tem os outros modos que são simplesmente legais pra caramba. Eu recomendo a Versão B, que é um modo de jogo similar ao original, que tem uma dificuldade mais justa e acentuada, com uma nave a mais pra escolher, e ela é obviamente melhor pra se ir pegando o jeito da coisa, além de ter um pós-game, o famoso Loop que basicamente exige 1CC e não é nada de outro planeta de se conseguir. Temos também o Bancho Mode, que é um modo de ranking por fase, tem do jogo normal e da versão B, é bem legal e recomendo os dois. Além disso tem o Caravan Mode que se inspira em jogos da Compile como Final Soldier e Soldier Blade. As conquistas são bem legais, tem ótimas músicas; ou seja, o jogo no geral é bem divertido e tem bastante conteúdo. Poderia ter mais polimento em alguns pontos que eu deduzo que a versão Infinite Burst adicionou, embora pudesse ser uma DLC do jogo, mas infelizmente é uma versão nova. Eu também acho que poderia ter melhor visibilidade do ponto que é a hitbox da sua nave. Nota 8/10, vive em promoções na casa dos 7 a 8 reais. Preço justo pra tamanho conteúdo.
敵を倒すと、その敵が撃った弾が無効化されるSTG。 STGを敵を撃って倒すゲーム性に引き戻そうという意図を強く感じるゲームですね。 弾も素直な軌道で飛んでくるし、一見高密度に見える弾幕でも抜け道が視認可能な形で用意されていて 不慣れでも遊びやすいようにという点にかなり気を使っている印象があります。 大型の敵やボスは当然それなりの耐久力を持っていますが その分、破壊できるパーツがかなりたくさん用意されています。 危ないタイミングで弾が消えて助かったってタイミングが何度もありました。 そんな感じで万年ド下手な自分でも、下手なりに遊べるゲームになってるなという感じ。 後半はどうにもならんけどね! ただ、ゲームとしてはそれなりにまとまっていて遊びやすいんだけど コンセプトに反して画面や音の演出が意外と地味な印象はあります。(BGMは凄く良い) ゲーム性やキャラに合わせて もっと派手に作っても良かったんじゃないかなぁ。
[quote]Just saying, but I do have a curator page. If you like my remarks about games, you can find more of them here: https://store.steampowered.com/curator/44130985-TDP%27s-Gaming-Escapades [/quote] Bullet Soul is one of those games that if it runs, you are an incredibly lucky person; Because if it doesn't, only god knows how many solutions you have to try before either giving up and refunding the game or finally succeeding. Never in my life I had to go above and beyond to fix the launch issues of a video game. Everytime I thought I had fixed this game, another issue took its place. Only by pure chance I was able to finally get this game to run normally... [b]And I went through all that FOR WHAT?!!!![/b] [h2]We have Crimzon Clover at home[/h2] Bullet Soul's gameplay has an emphasis on playing aggressively, destroying hordes of enemies with high firepower. It constantly encourages you to kill enemies as fast as possible, rewarding you with tons of points in doing so. The ships you control are also pretty fast to move around, allowing you to cover the whole screen with your attacks with ease. And complimenting the gameplay is a very well-composed & catchy soundtrack. This should have been an instant recipe for greatness, yet what we have here is one of the dullest and most flawed shmups on the market. The main reason for this claim is nothing but flawed implementation of one of the gameplay mechanics: The ability to cancel an enemy's bullets by killing them. Everytime you kill an enemy, all of the bullets they fired at you will turn white, deal no damage on impact and have no significance whatsoever. This applies to every single enemy and boss phase, and every single type of player attack (which includes the normal shot) triggers it regardless of when you kill the enemy. This basically causes the difficulty curve to be all over the place, as enemy and bullet patterns are simply not designed to leverage this mechanic. The game constantly showers you with powerup items, also letting you easily collect them even after losing a life while additionally restocking your bomb supply. Combined with how fast the playable ships are, how large your attack range is and what little health most of the enemies have, you can drop hordes of enemies like flies with little (and sometimes zero) effort. This makes regular levels extremely easy to the point you won't even feel any threat from enemies (you can literally stay in place for prolonged periods of time and not get hit once!), resulting in you geting bored and losing focus, paving the way for random deaths that you were not expecting. On the other hand, boss fights can suddenly enter bullet hell territory with bullet patterns that are really dense and hard to avoid, not really built around how fast the ships move around. [h2]I Have Eyes and Yet I Can't See: The Second Coming[/h2] Unfortunately, the game also has other issues that pave the way for an even less entertaining experience, with nearly all of them being reoccurring problems in this genre. In the first place we have our old friend coming back for another round: Bad screen readability. Visual clarity is horrendous, with enemies and their colorful projectiles frequently blending-in with the backgrounds and also the playable ships' very flashy and bright primary attacks that cover the whole playing field. Then we have the insane clutter with your attacks, enemy attacks, enemies themselves and canceled bullets being thrown around, effectively hiding each other. And this makes for a very bad time; Especially if we take contact damage into account. Contact damage is not something alien to shmups, but how the dev implements it can make or break a game. In Bullet Soul, contact damage causes an instant life loss, regardless of whether the instant bomb option is toggled on or not. This is not a problem on its own, but everything changes when you realize enemies can come out from the sides of the screen with zero prior warning, even near the bottom parts where your ship mostly resides in. Couple that with the game's lack of visual clarity and insane visual clutter to see how you can easily get hit by enemies that you didn't even see coming. And Finally, we have the hitpoint of your ship not being clearly visible. Many other shmups specify a location on your ship to look out for (e.g. the cockpit) or allow you to hide/unhide the hitpoint location. Basically, they give you a clear visual indication of where you should not get hit. But in Bullet Soul, not only you have no idea where the hitpoint is, but also cannot keep track of it in middle of chaotic scenes. [h2]I don't want to play this game anymore[/h2] The final nail in the coffin is the fact that you will see everything the game has to offer in one or two gameplay attempts as all of the available game modes feel the same and offer nothing unique and of their own. There are no difficulty settings, no unlockables, no modifiers and not even alternative endings to encourage replaying the game. Don't believe me? The ending videos are right there in the game's installation directory. Go and watch them to see that the only different thing between each character's ending is a single line of dialogue with no subtitles. Oh, and there's also barely any difference between the 1CC and normal endings; You'll either see the true final boss blowing up at the start of the video, or don't. The rest is literally the same. So... I don't see myself ever getting the desire to replay this game. The gameplay is unsatisfying and very boring, there's nothing to spice up my playthroughs with, the leaderboards are dominated by Japanese shmup gods so one cannot even try to compete with others, and the game feels unrewarding as a whole. If the game isn't fun, why should I bother? And don't bring my playtime into this. I spent 75% of it farming for trading cards. [h2]Closing thoughts[/h2] Frankly, I believe no one should buy this game. And the reason for this opinion is not only because you can get way better and way more fun shmup games with more content for around the same price, but there's also an enhanced version of Bullet Soul out there, originally released 3 years after the version we have here. This enhanced version, named "Bullet Soul: Infinite Burst", allegedly takes the original and builds upon it by reworking enemy patterns and adding new game modes. So by buying this version of the game, you only get access to an inferior product. But the question is, is this enhanced version actually better than the original? Is it worth it? Well... [h2][url=https://steamcommunity.com/id/TDP-X/recommended/545060/]To be continued in Bullet Soul: Infinite Burst's review...[/url][/h2]
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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