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Phantom Space's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Game Design | #373 | 3.370 | 3.370 |
| Audio | #375 | 3.222 | 3.222 |
| Fun | #469 | 3.148 | 3.148 |
| Overall | #520 | 3.105 | 3.105 |
| Theme | #531 | 3.111 | 3.111 |
| Graphics | #584 | 3.259 | 3.259 |
| Innovation | #858 | 2.519 | 2.519 |
Ranked from 27 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does you game fit the theme?
You are fighting a horde of space ships but you discover that most of them are not real. You must discover and destroy the real enemies to survive.
Did you write all the code and made all the assets from scratch?
Yes
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Comments
Pretty fun game, the ship controls took some getting used to but the gameplay was great!
Thank You!
Great work, I like the scanner feature. I think the ship movement could be a little tighter to control, but you've got a good concept here.
Thanks for the feedback!
Wow great work, love the arcade music, love the powerful rush of obliterating a whole wave of enemies, even if most of them are phantoms. I was really enjoying that. Just a small note - there started to be huge lag around wave 11 or 12, just for the initial few seconds of spawning. I suspect this could be solved by using object pooling for your enemies? (Let me know if you'd like me to cover it in a devlog but there are plenty of tutorials out there that cover it). But overall, very fun game!
Hey Sean! Thanks for the feedback! We actually were using object pooling to save on resources. I think the main cause of the slowdown was we were activating and transforming too many enemies on a single frame. The game could probably have run smoother if we staggered the spawning across a few seconds. Unfortunately we were tweaking the game up until the last few minutes of the jam so we didn't have time to iron out all of the kinks.
amazing work rated it would you mind rating my game please
Thanks. Will check yours out!