Compare Friday Night Bullet Arena prices across 50+ stores and find the best deal. Developed by Red Nexus Games Inc.. Published by Red Nexus Games Inc.. Released on 9/30/2016. Available on PC, Mac. Genres: Action, Indie.

One bullet per player, no online, no bots, no solo mode. This is a couch-only micro-game that lives or dies entirely on whether you have three warm bodies and a couch to fill.

I spend a lot of time thinking about time-to-kill, and Friday Night Bullet Arena takes that concept to its logical extreme: one bullet, one hit kill, fired in a cardinal direction from a top-down grid. That is the entire mechanical skeleton. You fire your single projectile across a small tiled arena, and if you miss, you chase it down to catch and reload. If you touch someone else's, you are dead. The screen-wrap mechanic means your bullet never leaves play, it just comes back from the opposite edge, which opens up genuine angle-read moments when the arenas get more complex. The stage design is where the game earns a little credit. There are reportedly over 250 randomly cycled levels spread across 10 worlds, each world swapping in different obstacle types: bumpers that deflect bullets, sliding floor tiles that yank your movement, temporary barriers that activate when you step on them, and gaps in the board that punish sloppy positioning. Knowing how to use a bumper to send your bullet on a corner shot is the closest thing to a skill ceiling this game has, and it is a pretty low ceiling. Still, it is more texture than a pure empty-arena game would give you. Each of the 10 characters also has a visually distinct bullet, which matters more than you'd think when four projectiles are wrapping around the screen at once. Here is the hard part. There is no online multiplayer, no solo mode, and no AI bots. Zero. That wall is a dealbreaker for most people reading this. You need a minimum of two humans physically present, and the game functionally only clicks with three or four. The scoring system runs to 16 kills per match, which sounds brisk with four players but drags noticeably with two. Movement on analog stick feels stuttery by most accounts, the d-pad being the cleaner input option, and there is no way to manually pick your arena. Characters are cosmetic only, no ability differences between them. The menus offer almost no guidance either. You are just dropped in. If the pitch is a party warm-up, something to throw on between rounds of a better game, FNBA can deliver about fifteen to twenty minutes of genuine laughs before the repetition starts to bite. It is a clean, readable concept and the chaos of four bullets screen-wrapping while everyone scrambles creates moments that land. The soundtrack apparently helps carry the energy too. But it is not a game you return to alone, ranked or otherwise. There is no ladder, no progression, no reason to boot it up if you are solo. For a shooter specialist looking for skill expression and session depth, this runs dry fast. Fred, Scout Team

Friday Night Bullet Arena
ActionIndie

Friday Night Bullet Arena

Sep 30, 2016Red Nexus Games Inc.
GamerScout Says

One bullet per player, no online, no bots, no solo mode. This is a couch-only micro-game that lives or dies entirely on whether you have three warm bodies and a couch to fill.

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Screenshots & Media

Screenshot

About Friday Night Bullet Arena

I spend a lot of time thinking about time-to-kill, and Friday Night Bullet Arena takes that concept to its logical extreme: one bullet, one hit kill, fired in a cardinal direction from a top-down grid. That is the entire mechanical skeleton. You fire your single projectile across a small tiled arena, and if you miss, you chase it down to catch and reload. If you touch someone else's, you are dead. The screen-wrap mechanic means your bullet never leaves play, it just comes back from the opposite edge, which opens up genuine angle-read moments when the arenas get more complex. The stage design is where the game earns a little credit. There are reportedly over 250 randomly cycled levels spread across 10 worlds, each world swapping in different obstacle types: bumpers that deflect bullets, sliding floor tiles that yank your movement, temporary barriers that activate when you step on them, and gaps in the board that punish sloppy positioning. Knowing how to use a bumper to send your bullet on a corner shot is the closest thing to a skill ceiling this game has, and it is a pretty low ceiling. Still, it is more texture than a pure empty-arena game would give you. Each of the 10 characters also has a visually distinct bullet, which matters more than you'd think when four projectiles are wrapping around the screen at once. Here is the hard part. There is no online multiplayer, no solo mode, and no AI bots. Zero. That wall is a dealbreaker for most people reading this. You need a minimum of two humans physically present, and the game functionally only clicks with three or four. The scoring system runs to 16 kills per match, which sounds brisk with four players but drags noticeably with two. Movement on analog stick feels stuttery by most accounts, the d-pad being the cleaner input option, and there is no way to manually pick your arena. Characters are cosmetic only, no ability differences between them. The menus offer almost no guidance either. You are just dropped in. If the pitch is a party warm-up, something to throw on between rounds of a better game, FNBA can deliver about fifteen to twenty minutes of genuine laughs before the repetition starts to bite. It is a clean, readable concept and the chaos of four bullets screen-wrapping while everyone scrambles creates moments that land. The soundtrack apparently helps carry the energy too. But it is not a game you return to alone, ranked or otherwise. There is no ladder, no progression, no reason to boot it up if you are solo. For a shooter specialist looking for skill expression and session depth, this runs dry fast. Fred, Scout Team

Tags

multiplayerpvplocal-multiplayerlocal-coopachievementscontroller-supporttrading-cardscloud-savestier:sub-5Couch PartyOne-Hit KillGrid-Based ArenaScreen-Wrap Mechanic4-Player LocalParty Warm-UpCardinal Shooting

System Requirements

Minimum

OS
Windows 7
Memory
2048 MB RAM
DirectX
Version 9.0
Storage
100 MB available space
Graphics
Intel HD (Integrated) Graphics
Processor
2.0 GHz

Reviews & Ratings

No ratings available

Game Info

Developer
Red Nexus Games Inc.
Publisher
Red Nexus Games Inc.
Release Date
Sep 30, 2016

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