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Player

A regular player: you want to install the game, find levels and play them, without looking inside

No knowledge of the editor or the file format is needed

The game is not installed yet - Quick start

What the game can do now - Game

Documentation

  • Download the game, open the level list and play any level. To build your own, create a level in the editor and put a 1-2 minute track into its folder

  • Bullet Hero is a hybrid of a rhythm game and bullet hell: you steer a small square, and it has to survive to the end of the track. The game is free, and no account is needed

  • The game keeps levels, settings and statistics in one data folder. Updating is safe: a new version reads all old data. On Android, uninstalling the game erases the levels too

  • Pick a level in the level list, set the run conditions and start it. Someone else's level is a plain folder: copy it into the levels folder and refresh the list

  • You can play with a mouse, a touchscreen, a gamepad or a motion sensor. With a mouse, holding the left button steers the avatar, and Space, Shift or the right button dash

  • The most important settings are set on the first launch: the game opens a quick setup with language, volume, performance and effects by itself. A reset touches only settings, levels stay

  • A level copied by hand shows up in the list after a new scan. A level from a newer version needs a game update, and a .7z archive needs repacking into zip. A forgotten password cannot be recovered. Di

  • A bot plays a level for you with your own controls. It watches what is coming, looks for free space and moves the same character you do: it walks, dashes, takes damage and dies

  • Game bugs go to the releases issues, questions go to Discord. Attach the version string from the settings and the steps after which the bug appears

  • The sandbox is an arena in the main menu where you can move the avatar, fire any of the six attacks at yourself and take the six-step tutorial. No level is needed for it

  • Your whole profile fits in one zip file: levels, statistics, settings and the library. Export it before reinstalling or moving to another device, then import it there

  • Achievements unlock by themselves from your statistics. Only levels made by someone else count, and only runs played fairly. The list is in the main menu under Achievements

  • The avatar's body is a grid of cells, and a skin decides what each cell draws: a shape and one of the skin's colours. A skin can also switch off the eyes, the hands, the shadow and the effects. Build

  • Before you play, the game shows how heavy a level is to run on your device, as a gauge of five bars: the more bars are lit, the lighter the level. Green bars mean it runs smoothly, yellow means it is

  • A server in Bullet Hero is a web service that stores levels. There will be the official server OWS and community servers NOWS that anyone can run

  • The game will have the official server OWS for all builds and community servers NOWS for the full build only. Bullet Hero does not moderate community servers, so connect to those whose owner you know

  • Every version of the game is a separate page with its list of changes, the newest one at the top of the list

  • The starting point: an empty Unity project with nothing to run yet

  • The first rendering test: many objects through Unity Entities, and it already runs on Android

  • Textures, parents, particles, text and post-processing effects, tried one at a time in test scenes

  • The first level format and the first engine that plays it: objects, themes, effects, text, sound and collisions

  • The first version that works as a game: a menu, an avatar you control, levels from start to finish and the first editor screen

  • The editor learned to create objects, undo that and show them in the hierarchy

  • A small release for phones: twice as many objects on screen at once

  • A fast shader and an editor camera you can move with the mouse or two fingers

  • The first timeline, the first inspector and selecting objects right in the viewport

  • The level editor grows from a timeline and a hierarchy into a full editor, and levels get post-processing, audio effects and repeatable randomness

  • Checkpoints, statistics, new controls and a translated interface for players, a history tree and a beat grid for authors, and a 4x faster picture on phones

  • Rule validation runs about twice as fast, and saving a level now checks it in the background

  • A full-screen beat window, panels you can swipe and stretch, a reset button on every inspector field, and cleanup of old backups and statistics

  • Vector graphics everywhere, health on the HUD, full colour curves, VSync, and Steam Workshop levels in the level list

  • Folder access on Android, a reset button on every settings tab and a fix for the resolution setting

  • Launch arguments, F11 for full screen and the version in the settings

  • Mute buttons on the volume sliders, a remembered window size, a toggle for the error window and a fix for a framed picture after the window is resized

  • Flattening prefabs, a launch argument for the settings and fixes for full screen and the window size

  • Outside a level the phone rotates freely by default, and more screens got a vertical layout

  • Interface sounds, full gamepad and keyboard control outside the editor, and new settings for level images

  • The timeline counts frames from 1, and a selection turns into a prefab in one action

  • Health and the real hitbox are visible right on the avatar, and a level from a newer version opens with a warning

  • Prefabs rebuilt around a real root object, and an object without size keyframes no longer has a size of its own

  • A new built-in level, the build name in the version line and a lighter Android release

  • Levels move as .zip too, the timelines got the Marquee tool and folding, and a dash depends on distance

  • Folding in the hierarchy and on the timelines became a three-step mode, and the editor got full audio on phones

  • Curves with tangents, random values along a line, theme slot names and a long list of fixes for the timelines and Prefab Mode

  • The prefab root became selectable, autosave freezes the editor half as long, and the level card names the music artist

  • Prefab placements move with their group, the History tab shows what each step changed, and the timeline tools are gathered on one block of keys

  • Fixes for frames before an object's start, warm-up of level text, inactive objects on the timeline and the Escape key in editor windows

  • Memory handling on phones - a cap on the undo history, a response to low-memory warnings, a closed leak - and two Prefab Mode fixes

  • Effects play the way their author meant, an effect can be removed from an object, and two new keyboard shortcuts in the editor

  • Fixes for phones - the screen stays on during a level, and memory cleanup no longer breaks a run - plus licence records and the return of the demo level

  • A level with animated screen limits spends 19 ms per frame on Android instead of 30-45

  • Files from a newer version do not open and the game asks to be updated, an anonymous mode without saves, and a faster editor on large levels

  • The avatar walks at 15 units per second instead of 10, and the shortest dash equals one avatar body

  • Phones hold a steady 60 frames in levels and in the settings, and text input works with the on-screen keyboard

  • The release: a file saved by gv 1.0.0 opens in every later version, and a file from a newer version asks you to update the game

  • Publishing to the Steam Workshop, resource collections, a sandbox with a tutorial, quick setup, a "Colliders Only" mode and the Chinese language

  • Video export from the editor, profile transfer in one file, filters in the level list and your activity in Discord

  • Achievements, avatar skins you draw yourself, seven new languages, Steam Cloud, and a difficulty and a performance rating on every level

  • Bullet Hero is a free hybrid of a rhythm game and bullet hell. No account is needed, and there is no server yet. Players make levels in the built-in editor and pass them on as a folder or an archive

Notes

  • I use AI, and I think it is worth using. But properly: as a tool whose work I check, not as something that thinks for me. Used without thought, it produces a lot of text and code that looks right and

  • Why Bullet Hero

    Bullet Hero is free, runs on Windows and Android, and its SDK, docs and builds are open. The core holds thousands of objects on screen on phones and is covered by more than 8000 tests

  • Community

    Questions, feedback and your levels go to Discord. Anyone can help the game: fix a mistake in the docs, add a translation, report a bug or make a level

  • Credits

    The sole author of the game is vertoker (or Kostya Churakov)

  • Talk and questions go to Discord, videos to YouTube, game bugs to the issues of the bullet-hero/releases repository. The source code is in the bullet-hero organization on GitHub