BPM: BULLETS PER MINUTE

BPM: BULLETS PER MINUTE

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AWE INTERACTIVE  [developer] 16 Sep, 2020 @ 6:05am
FAQ
This game is hard? How do I succeed.

  • Strafe like there's no tomorrow. So basically while you're playing hold down walk left pretty much ALL the time. Enemies fire at your last location (generally) so if you're moving to a new location they'll miss you every time.
  • Everything is predictable. So learn the patterns of enemies, they all have tells and forewarn their actions. It's possible to complete the game without taking one point of damage.
  • Focus on strafing and moving OVER shooting. It's more important to avoid damage than deal it out.
  • It's a very new thing, so it does take a while to learn. So keep at it and it will click.

How do I killed Draugr?

He has 6 attacks: Throw fire at floor, "get to my left", "get to my right", spawn elemental and fast firing and slow firing. Keep your eye on him. Keep moving.

I seem to have latency.

Latency can hurt your experience playing BPM. We recommend using wired devices, putting televisions into game mode and avoiding Bluetooth audio. The rhythm calibration tool will enable "auto rhythm" and change the "rhythm window" to "loose" if it detects adverse latency.

How do I get the game to work on Windows 7?

Some players have managed it here: https://gtm.you1.cn/app/1286350/discussions/0/4846392474903774982/ but we don't officially support Windows 7 at this time.

LowLevelFatalError... D3D device being lost

We don't know what this is yet. Please help us find out. Someone posted something as a general UE4 fix here:
https://appuals.com/how-to-fix-the-error-unreal-engine-is-exiting-due-to-d3d-device-being-lost/?fbclid=IwAR19bwUC4EIicpkXfdmrIuoGsEcArFCAU28ZZuhodZdGSam0nfYnlkk3gbU

There's a thread here to try and fix this:
https://gtm.you1.cn/app/1286350/discussions/0/2953755177909568003/

Custom soundtracks?

We can't commit to this as we don't know how to do it. Though the game is 88bpm all of the programming work has actually been done to make it work at any BPM. But we've not investigated getting this working with Wwise.

Is this too RNG?

We will be improving this by putting the more powerful things into different pools and rooms in the future. Planning to put some of the crazy OP items exclusively into a new "challenge room" chest amongst other balance fixes. At the moment it is fun to get super crazy random stuff, but we do plan to balance the game better for longevity in the future.
Last edited by AWE INTERACTIVE; 30 Sep, 2021 @ 2:11am
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Showing 1-15 of 20 comments
Hazard 17 Sep, 2020 @ 12:01pm 
"We do plan to balance the gsme for better longevity in the future"

Please do adding more OP items wont do this though unless you plan on buffing the bosses like ALOT or add new difficulties/ ascension mode (kind of what this game needs imo)

Right now the items you get are insanely OP and make the bosses super easy and can be quite unsatisfying.

I feel like the game has no mid game atm . Early game is always super fun as you need to be careful and stay on beat. But then if you find ANY heavy weapon, Health regen, shield regen, infinite ammo, skeleton key, health ult, drumrole ult and many more the game just gets waay too easy way too quick and looses what makes it special.

Now I get that ppl want OP runs sometimes but I think there are way too many items that are just "best in slot" and if you find them its just over and it doesnt encourage actual builds it just means you become completely OP. i havent died to any boss past the 3rd in 15 hours which I think says alot . Havent played as Odr but getting 1 tapped doesnt really interest me either.

Just my 2 cents
Meoiswa 20 Sep, 2020 @ 11:36pm 
Originally posted by Hazard:
I feel like the game has no mid game atm . Early game is always super fun as you need to be careful and stay on beat. But then if you find ANY heavy weapon, Health regen, shield regen, infinite ammo, skeleton key, health ult, drumrole ult and many more the game just gets waay too easy way too quick and looses what makes it special.

I think the game desperately needs an item overhaul. Specifically, most items in this game are "straight up positive", giving you benefits with no drawbacks almost all the time.
If we compare the item design of this game with, say, Binding of Isaac, you can notice how most items in Isaac are either stat upgrades (which we already have via the Shrines), or items that alter the behavior of your character or abilities. This will sometimes be positive, but other times it will be negative.
The trick for great item design and synergy is to make it so some of those drawbacks are, under the right circumstances, actually positives (think Soymilk, an item that almost always will make your run worse, but when the planets align, and you find one of the other items that synergize, you get a god-tier run thanks to it)

BPM currently has almost exclusively items that only give benefits, and every time you find a new item for a slot its almost always a no-brainer "this item is just straight up better than this one".

For example, lets imagine for a moment that the shot echoes crown and double-tap gloves were both glove items. (This is mostly because I can't think of two specific items that share a slot right now)
Right now Double-tap fires two bullets *instantly at the same time*, with the only minor drawback that you have to reload "twice as often", however your increased rate of fire offsets this, specially with magazine weaponry.
If, instead, Double-tap would *force* you to fire a second time at double speed (half-beat for large weapons, quarter-beat for pistols), it would still increase your damage output the same amount, but make you *unable* to dash while sustaining fire (because your half-beat is occupied by the gun firing), making it less of a "strictly good" item.
This would make it so you have to decide on which item to keep, as the echoing shots item would only give you slightly more damage, but double-tap would make you a lot more vulnerable. You could just take double-tap if you're using a pistol, since you already can't dodge in quarter-beat, but then should you switch over to a large weapon, you would now have the burden of double-tapping forcibly.
As a bonus, this change would also fix the janky animation the Magic weapon has when using double-tap ;)

Another example would be the Double Damage shield. Right now this is *the best* damage item you can use in that slot. If it were rebalanced as to double *all damage*, including damage received, it would be a much tougher choice to decide between it and the Solar Flares shield.

Unlimited Ammo, another item that's just straight up good. The only reason to not take this is because you already have an unlimited ammo weapon, or one with such fast reload it would seldom matter. This item would be a lot more interesting, and less of a no-brainer pick, if it woulkd instead grant you unlimited ammo *as long as you keep firing on beat*, but *force you perform a reload* if you stop firing. You could offset the overall nerf by having it grant increasing damage (pair it up with increasing loudness of your gun, for extra satisfaction), and its now, once more, an interesting choice, and not just a "gimme"
Hazard 22 Sep, 2020 @ 1:24pm 
Originally posted by Meoiswa:
Originally posted by Hazard:
I feel like the game has no mid game atm . Early game is always super fun as you need to be careful and stay on beat. But then if you find ANY heavy weapon, Health regen, shield regen, infinite ammo, skeleton key, health ult, drumrole ult and many more the game just gets waay too easy way too quick and looses what makes it special.

I think the game desperately needs an item overhaul. Specifically, most items in this game are "straight up positive", giving you benefits with no drawbacks almost all the time.
If we compare the item design of this game with, say, Binding of Isaac, you can notice how most items in Isaac are either stat upgrades (which we already have via the Shrines), or items that alter the behavior of your character or abilities. This will sometimes be positive, but other times it will be negative.
The trick for great item design and synergy is to make it so some of those drawbacks are, under the right circumstances, actually positives (think Soymilk, an item that almost always will make your run worse, but when the planets align, and you find one of the other items that synergize, you get a god-tier run thanks to it)

BPM currently has almost exclusively items that only give benefits, and every time you find a new item for a slot its almost always a no-brainer "this item is just straight up better than this one".

For example, lets imagine for a moment that the shot echoes crown and double-tap gloves were both glove items. (This is mostly because I can't think of two specific items that share a slot right now)
Right now Double-tap fires two bullets *instantly at the same time*, with the only minor drawback that you have to reload "twice as often", however your increased rate of fire offsets this, specially with magazine weaponry.
If, instead, Double-tap would *force* you to fire a second time at double speed (half-beat for large weapons, quarter-beat for pistols), it would still increase your damage output the same amount, but make you *unable* to dash while sustaining fire (because your half-beat is occupied by the gun firing), making it less of a "strictly good" item.
This would make it so you have to decide on which item to keep, as the echoing shots item would only give you slightly more damage, but double-tap would make you a lot more vulnerable. You could just take double-tap if you're using a pistol, since you already can't dodge in quarter-beat, but then should you switch over to a large weapon, you would now have the burden of double-tapping forcibly.
As a bonus, this change would also fix the janky animation the Magic weapon has when using double-tap ;)

Another example would be the Double Damage shield. Right now this is *the best* damage item you can use in that slot. If it were rebalanced as to double *all damage*, including damage received, it would be a much tougher choice to decide between it and the Solar Flares shield.

Unlimited Ammo, another item that's just straight up good. The only reason to not take this is because you already have an unlimited ammo weapon, or one with such fast reload it would seldom matter. This item would be a lot more interesting, and less of a no-brainer pick, if it wouldd instead grant you unlimited ammo *as long as you keep firing on beat*, but *force you perform a reload* if you stop firing. You could offset the overall nerf by having it grant increasing damage (pair it up with increasing loudness of your gun, for extra satisfaction), and its now, once more, an interesting choice, and not just a "gimme"

I really like this infinte ammo idea, very cool and 100% agree that having no drawbacks really does reduce all decision making. I said that their is no decision making in this game at all on another discussion page and was told that I can "decide" not to use the OP stuff if I want...... kind of missing the point I think.

On the plus side I have seen on their twitter them speaking about harder difficulties and Boss buffs coming soon so thats something I guess.
TrickyJebus 28 Sep, 2020 @ 9:06am 
you forgot the best tip: Rebind reload to one of your free mouse buttons, like right click.
NIKITAzed 8 Oct, 2020 @ 8:55pm 
Any chance you guys are interested in having a reddit for this community stuff or a discord server ? There are several small ones already r/bpmgame and r/bulletsperminute
AngelicMUTINY-TTV 23 Nov, 2020 @ 7:57pm 
Will I get slapped with a dmca if I play this on twitch?
Boba194230 7 Feb, 2021 @ 2:40am 
I don't know if the devs will see this but as long as your interactions that go to the bpm are variable based instead of hard coded you should just be able to slap a bpm reader onto the game and plug that in for the variable right to make it work right? Obviously songs that have a better beat to them will be better but I think that it should be fairly easy depending on the initial programming though.
Last edited by Boba194230; 7 Feb, 2021 @ 2:41am
Wunderforce 2 Apr, 2021 @ 1:15am 
I personally don't mind the current amount of randomness too much. Sure you can get some crazy drops L1, but for more of a novice like me this can actually give you a chance to win the game instead of being frustrated you are constantly losing.

I guess I would say, however, that sometimes it doesn't feel like you earned it, which can make winning feel a bit "cheap".

If you do re-balance, I would recommend at least keeping a small chance to get crazy good loot (maybe from killing a boss or some other hard-but-manageable task) so that less-good players can have a chance at having fun with OP gear and not just the expert players because they are all locked behind some crazy challenge.

If people feel like getting OP gear randomly is too unbalanced, they don't have to pick the gear up. This let's the player choose their own difficulty, if they want it easier they can pickup the "free" OP gear and if not they can pass.
Grimoirian 14 Apr, 2021 @ 7:20am 
You can't import your own songs? I guess that's why people are complaining about running out of things to do after 5 hours.
Boba194230 14 Apr, 2021 @ 11:29am 
Yeah it should be fairly easy as long as they have a bpm variable running everything instead of having it hard coded bc then they just need a bpm detector or something and it’d be great
the BPM is so collllllllllll:steamhappy::steamhappy:
and we need chinese please!!!!!!!!!:steamsad::steamsad:
jtof 7 Jul, 2021 @ 12:46pm 
Hey Awe Interactive, I have been trying to figure out how to get custom music to work on BPM. You mentioned that the game was programmed to work with any bpm, but is there any easy way to change the bpm without digging super deep through the game files (like, is there an easy variable or something that I can just change)? I looked around as much as I could with my very small experience with games and coding in general, but couldn't find anything obvious.
Boba194230 8 Jul, 2021 @ 12:12am 
Yeah same here I looked around and left a suggestion for how to implement bpm detection but no dice
jtof 8 Jul, 2021 @ 1:52pm 
tbh I'm down to make it myself but it would be nice to get some reply from them so I don't just have to blindly guess at what I have to do
Boba194230 8 Jul, 2021 @ 9:19pm 
Yeah same here. Bc all it should intail is added a bpm calculator and then outputting the number into the game if it can run on any bpm as they say but yeah I have no clue where to even get at the code bc I can’t find anything
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