Factsheet

Developer:
Silverware Games, Inc.
Based in Massachusetts, USA

Release date:
Steam PC Release: 10 April, 2015

Platforms:
PC Steam Page

Website:
store.steampowered.com/app/332880

Regular Price:

USD$4.99

Concept

Your own bullets are your worst enemy in this puzzle SHMUP.

Description

Basic Gameplay

You are trapped in a small ring where you automatically shoot backwards and try to avoid your own reflected bullets. Different walls reflect your bullets back at you in various ways. You must fire 100 bullets to fire the magic bullet that breaks through the barrier letting you pass to the next level. If you move too slowly the bullet countdown reverses so keep moving! Choose your difficulty for each level to get more stars for harder modes.

Walk-through

The game may seem impossibly difficult but with a good plan and quick reflexes all levels are beatable even on hard mode. Even the dev team has trouble with some levels on impossible mode, so watch out!

Development History/Design Process

I made the first version back in 2009 when I was trying to come up with an original game mechanic. I planned to design several small games that could be put in a blog post, which led me to put the game's hero in a small ring dragged along by the mouse. Then I asked the mathematical question: "if you send out a shot from the middle of the ring would it always bounce back to you?" The answer was yes, but I still didn't understand why the game was fun until I revisited the project more recently. I added in breaking through the barrier as a win condition and came up with the thick bounce pad walls emphasizing the walls as an enemy to beat. Once I had the bounce pads I soon realized I could some up with several other enemy walls and using the "breaking through barriers" metaphor. Some walls misdirect your shots, others are invisible. Once I understood the game's meaning as a somewhat tongue-in-cheek exploration of not putting your foot in your mouth as you try to reach your goals, it was easy to design the game's levels.

Features

  • 60 levels if played perfectly 30 seconds each. Actual play time is likely 2-3 hours.
  • Original game mechanic that is difficult but fair. Because you control the bullet pattern you never feel the game cheated if you make a mistake.
  • Minimal, modern, and sleek visual style inspired by Damien Hirst.
  • Dozens of different kinds of walls to break through including portals, invisible walls, and targeting walls that snipe at you exploring the meaningful tongue-in-cheek theme of overcoming barriers without putting your foot in your mouth.

Videos

Official Trailer YouTube


Images

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logo

About Silverware Games, Inc.

Boilerplate
We believe games can be more just a pastime — they can improve your world. We are working to create a community where its ok to be yourself, have fun, and actually be social. Silverware Games, Inc. is based in Boston, Massachusetts. We take pride in supporting diversity in creativity by hiring talent all around the globe. We love fun, and we thrive on making games to help people find the fun in life.

To help build a community and try to heal the rift that old style social media causes we are building SWGIO.COM a new kind of network that is actually run by humans, not algorithms.

We are building the Matchyverse, a series of casual and colorful multiple genre games staring Matchy Star and friends. Matchy Match-3, pet sims, clickers, puzzles - and we continue to grow.

About The Matchy Star Franchise

Matchy Star is a casual action puzzle game where your dapper ships collect matches as you make them and you must rely on logistical skills rather than luck. Matchy and the wacky Alpha Galaxy are a universe unto themself, with tons of locations and characters. It's difficult making a new kind of game and new set of characters when own world is full of angry tweets and politics but we are up to the challenge! Our goal is to build a community around our Cozy, Fun, and Family Friendly universe, the "Matchyverse."

More information
More information on Silverware Games, Inc., our logo & relevant media are available here.


Don't Shoot Yourself! Credits

Michael Silverman
Project Lead - Game Design/Code

Mike Beecham
Art/UI Design

Stephen Webster
Music

Jordan Fehr
SFX

Luke Hopkins
Additional Music

Reid MacDonald
Trailer


presskit() by Rami Ismail (Vlambeer) - also thanks to these fine folks