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Ball Bulét

Ball Bulét is an isometric, Bullet Hell, twin-stick shooter in which a girl searches for revenge by fighting security guards with...a bouncing ball?! Progress through the building by performing ricochets with your spherical weapon against walls and enemies to reach the top.

Steam Page
Developer
Release
July 19, 2024
2 years and 14 days ago
Steam Reviews
Positive27 reviews92.6%

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Latest Contributor: IGF TeamEdit notes
Updated: Jul 14, 2026Developer scaleThe operating scale of the game's developer.
Updated: Jul 14, 2026Publisher scaleThe operating scale of the game's publisher.
A separate publisher is listed without a proven bounded regional or service-only role.
Search Google: Is Ball Bulét self-published or published by AIV - Accademia Italiana Videogiochi?Publisher statusHow the game's publishing relationship is classified.
Search Google: How is Ball Bulét and AIV - Accademia Italiana Videogiochi funded?FundingThe known source of funding behind the game.
Search Google: Who controls the creative direction and IP for Ball Bulét and Team Girollo?Creative controlWho appears to retain creative control of the game.
Updated: Jul 14, 2026Release statusWhether and how the game has been released.
The title released with a separate publisher relationship.

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About the Game

Ball Bulét started in the spring of 2022 as a Big One, an academic project by AIV - Accademia Italiana Videogiochi aimed at adding a production experience to the teaching carried out in the various courses, from the creation of the game concept to commercial publishing.
The objective of the Big Ones is to give students the opportunity to collaborate with colleagues from other courses in the development of a video game project in which everyone can put the skills acquired during the lessons to the test and at the same time perfect their soft skills.


Ball Bulét is an isometric, bullet hell, twin-stick shooter. In the game, you navigate various levels by defeating enemies using a sphere that can bounce off walls and opponents. Hitting more enemies at once will boost your gained score.

SHE FIGHTS....WITH A BALL?!

Your only weapon is "the Sphere", a simple ball capable of bouncing against every surface without taking damage, fused with a special magnet that lets it float on air and come towards you when you switch the magnet on your arm.
Why did you invent it? I'm not sure, and this is probably why the company fired you, taking all your old projects with it....except one they considered “useless” and that will determine their end.

THEY KNEW YOU WERE COMING

Crashing against the entrance with a hover car is not the stealthiest way to infiltrate, but sure it’s the coolest!!
The security guards had the green light to shoot on sight, and all units were set to max alert from that coward of a CEO.
Fight against unusual enemies that will not go easy on you.
Evade rockets, jump over lasers, dodge sniper shots, duel against Cyber Samurais, and get revenge on your ex-employer for stealing all you worked on.

IT'S NOT JUST A BALL...

Get your Sphere(TM) some treats for its good work! Search for the power-ups scattered across the map and surprise your enemies with special attacks combining those powers with your aim.

REACH THE TOP!

Reach the last floor of this titanic skyscraper, explore the offices, and the laboratories, or take a break at the company’s sauna.

BEHIND THE SCENE

Ball Bulét started in the spring of 2022 as a school project from AIV (Italian Videogame Academy) students, an academy for those who want to specialize their ability in the Game Industry.
Students of different courses (GameDesign, 3DArt, Animation, Programming) worked together to build a game that inspired many more to come and join.
AIV is trying to give visibility to the talented and successful students who worked in Ball Bulét to help them start a career in the industry.

In order of “Team join” here is the team and their major contributions over 2+ years:
  • Roberto “RobZot” Zotta - Lead ProjectManaging / Lead GameDesign / UI / Coding
  • Gianluca “Giax” De Simone - Lead 3DArt / Rigging
  • Adriano Soldati - 3DArt
  • Filippo Cassini - Lead LevelDesign / Lead ArtDirection
  • Filippo Riccò - GameDesign / LevelDesign
  • Michelangelo Ottaviani - LevelDesign
  • Simone Barone - Lead Animation&Rigging
  • Edoardo Altaluce - GameDesign / UIDesign
  • Lorenzo Lezzi - GameDesign
  • Lorenzo “Nain” Tomasetta - LevelDesign / UIDesign
  • Davide Carotti - ArtDirection / VFXArt
  • Riccardo Di Palma - SoundDesign / Composer
  • Roberta Di Gioia - VFXArt
  • Davide Biffi - Coding