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
Free
The game is free and will stay free. There will be no purchases, ads or paid content in it
I do not rule out monetization through voluntary donations, but nothing beyond that
Available everywhere, everything is universal
The game is everywhere I have been able to port it to
- Platforms: Windows, Android (later iOS, Linux, Mac)
- Stores: Steam, Google Play (later App Store)
Everything in the game works with any controls, levels are the same everywhere, and every part of the game (the editor, multiplayer, servers) works the same everywhere
A high degree of open code
The SDK, the docs, the builds and the server are in open repositories. Only the game itself and the site are closed. All repositories - Links and community
The fastest technical core
Thousands of objects on screen, hundreds of effects and texts at once. And all of it runs on phones with a target of 60 FPS (often more)
A very stable technical core
The game has a large number of mechanisms that keep the game and its data models stable
- Versioning of everything (more here - Versioning and migrations)
- Multimodal versioning and data migration, level data will not break
- More than 8k tests across the whole game, literally every aspect of the game is covered by tests
And many other checks. Together with the fast core, this gives a very high ratio of stability to performance
Multiplayer (in development)
Multiplayer in any form: on one device, local multiplayer, through a server, and many interesting interactions
Open servers (in development)
An official server and community servers that anyone can run. The server code will be open. Level catalogs and basic communication will arrive together with the server. More - Servers
Many languages
The game aims to support most of the world's languages out of the box. I believe a game should have no language barrier at all
Of course, no one can know every language in the world, but thanks to advances in AI and the community this goal is quite achievable
Open licensing policy
All game data comes with a flexible choice of licenses (mostly Creative Commons) for your levels and the resources you use. This makes reusing other people's resources more open
More - Licensing policy for user levels
Integration with every service where possible
The game has more than 10 build variants, and each of them has its own integrations depending on the store it is distributed through
More - Download
Determinism and stability
The game has deterministic randomness, and every factor of it is tied to the seed and the level's parameters. This means randomness can always be repeated if you know the level and have the seed
More - Determinism
Editor
The game has a large and flexible level editor, in which you can create almost anything
The editor has a large number of unique features: Generators, debugging and more
Integrations
The game (or rather the SDK) supports integration with other games
What exists now
- Afterbeat - levels, themes and prefabs, import and export (Afterbeat interop)
- Geometry Dash - planned
Open level format
The C# SDK reads and writes levels the same way the game does. The game and the server work through it, and so can you. With it you can create your own unique levels or resources, or your own services built on top of it
More - SDK