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A jam submission

Phantasm_ BeatView game page

A rhythm based bullet hell
Submitted by devAydren, ivymkoo โ€” 4 minutes, 16 seconds before the deadline
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Phantasm_ Beat's itch.io page

Results

CriteriaRankScore*Raw Score
AUDIO#1113.2864.500
CREATIVE#2032.7393.750
VISUALS#2452.3733.250
OVERALL#2592.1913.000
EASY TO GET INTO#2892.0082.750
FUN#2921.6432.250
THEME#2951.6432.250

Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Do you have any bullet or projectile in your game?

Yes

You added some projectile or bullet in your game

What was the size of your team?
3 mainly, with 2 others for solely music.

Credit all team-members that worked on this project (you can link itch.io/twitter/youtube/twitch)
https://devaydren.itch.io/
https://imkoo.itch.io/
https://soundcloud.com/kaje22
IG: @prodbynair

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Comments

Submitted (1 edit)

Interesting concept :) I like the character's look and feel. Catching bullets to then fire them back is a nice and unique mechanic but the bullets a rather fast so catching them is more luck than skill in my opinion.

Please consider rating mine too :D

Submitted

Overall a nice game, and the absorb and shoot mechanic is cool.

But, I have to agree with PolyB in his critique.

Submitted

Overall a nice implementation of a solid design.

PROS:

  • The music is nice to listen to and set a good mood for the game.
  • The pixel art is well done and I especially appreciate the monster.
  • Overall the hit boxes on the projectiles vs that of the player seemed forgiving so that's nice.

CRITIQUE:

  • The difficulty doesn't feel like it has a nice escalation to it. The projectiles are all very fast from the beginning and it seems random the amount you're going to get or the direction they'll be coming from so you could have an extremely hard run or a complete lack of ammunition based on RNG. I'd recommend slowing the projectiles that spawn earlier in the game and speeding them up over time.
  • Partly due to the fast-moving projectiles, but I'd often feel blind-sided by a large wave that spawned from the bottom of the screen and hit me before I had "reasonable time" to react. Doing some kind of previewing such as flashing a projectile sprite a couple of times at the point where it will spawn for a second or two before actually spawning it would go a long way to allowing for more player agency.
  • If the dash is intended as an escape I'd recommend including some invincibility frames with it (as well as a half-second or so of invincibility after you've finished the dash. I accidentally managed to hit dodge to avoid one projectile coming at me, but dodged into two other projectiles at the end of my dash so I was unfortunately punished for my efforts to use the mechanic.
Developer(+1)

Thanks for the critique! Will be using that as we finish the game!

Submitted

Love the audio and visuals! The concept is great too! I do wish the movement was a little more responsive though, I eventually just stopped moving altogether. I would also recommend slowing down the vertical moving projectiles, they seem incredibly difficult to deal with. Great job everyone!