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Bullet Hell Maker v0.2

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Bullet Hell Maker is a classic bullet hell game where you fight evil aliens searching for the most powerful weapons in the galaxy. This is a kind of sandbox game, so all levels are available from the beginning. You can edit these levels if you want to change their difficulty, or if you are looking for some inspiration in their code because you are free to create your own levels by designing the enemy's weapons! Sharing levels is very easy as their data is stored in a single line of text!

This game is still under development, new features will be added for bullets (color, gravity, advanced patterns...), levels (size, moving bosses, custom player/enemy's health...), and because why not, maybe a random level generator?


  •  move with mouse or arrow/WASD keys (select a mode in the menu)
  •  shift: move slower (in keyboard mode only)
  •  space: pause game
  •  R: reset level
  •  escape: quit to menu

Chrome is the recommended browser for playing this game. Firefox works fine but it seems to have FPS issues sometimes. Internet Explorer still has bugs and should be avoided.


  • In editor, move the cursor over a property name for help.
  • To edit an existing level, select "Edit a level", choose a level, copy the code, open the editor, click "Import/Export", paste the code and click "Import".

v0.2 update:

  • An in-game level editor! You don't need to create levels by writing JSON code by yourself anymore, the game will do it for you.
  • Sounds, which can be disabled in the options. No music yet.
  • A 2-players mode. The player 1 moves with the mouse while player 2 uses the keyboard. The enemies have more health in this mode.
  • 2 new bullet properties: trigger id and trigger delay. This is useful for starting attacks from a bullet's position. These attacks are repeated, so if you want them to occur only once, you can assign the same value to the source bullet's spawn delay and life.
  • 3 new images for bullets, and laser beams have been reworked.
  • 6 new levels (actually 3 new levels and their hard counterparts), minor changes to the other levels.
  • 2 additional challenges: flawless victory and perfect 300-hits combo (available in levels 1, 3, 4, 6, 8, 9, 10, 11, 12, 14, 16, 18, this can be a very hard challenge sometimes).
  • Improvements in the menu and animations in game.
  • New keyboard controls: move with arrows or WASD, move slower with shift.
  • The game no longer crashes if the limit of bullets on the screen has been reached, and this limit has been increased from 800 to 1000 bullets.

The next update is likely to be released in march.

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Really neat! It's a bit drab at the moment due to the lack of impressive graphics, music and sound, but this shows a lot of love and insight into the bullet hell genre and is impressive in the amount of bullet variations and customization options it allows you to dig into and experience! Unfortunately, it probably won't get much attention as a cool game since it lacks a fancy story mode and such, but it's definitely a powerful tool that I can see myself using as an excellent reference for creating cool bullet patterns.

ChacsGames responds:

Yes, this is still an unfinished game. I'm focusing more in the game mechanics before anything else. I'm still a new attist with limited drawing skills, so I'll see if I can find some help before I start working on a final 1.0 version.

Great idea, and great execution. Could of course use some polish and better graphics - ideal would be some way to share your levels.
Of course, here on Newgrounds we can use reviews, so that's kind of solves it.

One suggestion I'd have would be to add screen-clearing bombs, perhaps 1 per stage.

ChacsGames responds:

For the next versionss, I've planned a new function for saving and loading levels made in the editor. That's why there is free space around the editor button in the menu. Sharing levels could be another option, if only I know how to do this in javascript.
I also had another idea: bullets that turn into power-up items, such as an attack bonus, a healing item, or a screen-clearing bomb.

This is super cool. 'Nuff said, really.

Note that the tooltip for Speed claims it's pixels per frame, but it's actually pixels per second. Also, a couple things that aren't supposed to work at 0 also fail to work at 1: a RepeatDelay of 1 doesn't work at all, and a NextDelay of 1 prevents any Repetitions from activating. (Actually, from testing and math, it's clear that the actual RepeatDelay is always one lower than the input value, which is probably why it's messed up at 1.)

Still, I'm having a blast making things like laser grids and homing shots ( pastebin 3iZMW2Fg ), so I certainly can't complain. ^_^ (Homing shots are a little wonky to implement with the current system, but they do allow some really nifty puzzles involving luring them off-screen to despawn them.)

EDIT: Yes, I get that it's 100 FPS, but the Speed tooltip is still incorrect in saying that it's pixels per 0.01s when it's simply pixels/second.

ChacsGames responds:

Thanks for the rewiew. I forgot to mention that the game runs at 100 fps, not 60, so 1 pixel per frame = 1 pixel per 0.01 second. And yes, congratulations, you have found a bug. I can confirm that if repeat_delay = 50, the next shot occurs after 49 frames (or 0.49s).
Also, nice level, I like the idea.