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A jam submission

Hopeful CrisisView game page

2D rhythm bullet hell platformer about hope and despair.
Submitted by Zuriel Joven — 7 hours, 28 minutes before the deadline
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CriteriaRankScore*Raw Score

Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Please list any pre-made art/music/other assets you used.

How many members in your team?

Team of 1

List your team's social media / website links!

Anything you want to say to players before they play?
The game plays with keyboard only (no mouse). The gameplay only ends at the end of the song/level, not when your health reaches 0 or 100%.

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Interesting game. I included it in my compilation video series of the Ludum dare 42 compilation video series, if you’d like to take a look


Hey! I just wanted to let you know that a video of one of my playthrough/reviews is up and you're a part of it!
Take a look here:


Well, I liked this.  The concept was freaking cool, I liked the sliding bar instead of health, made a lot of sense.  I think this concept could go way further.  Like the music changes while you slide around on the bar to reflect the nature of your emotions.  That would be hard to do but really cool.  I think the controls were fine, and made perfect sense, with the exception of the spinning fire reticle.

Overall, really nice game.  Great work!


Hey its really nice that you didnt make a too punishing game that bullet hell games are usually go for. However, I think you stuffed too many mechanics into one game, making it almost impossible to play the game properly. First of all most great bullet hell games make the bullets smaller, less dense, super small hit box of the character and most importantly, they allow auto firing. Therefore, player can fully focus on surviving the bullet hell and along the way he/she will get some damage at the boss. So the moment you add the limited bullets and reloading mechanic in, it turns into a realtime strategy game where you need to carefully lay out the next step so that you run out of resources. This is not to say mixing 2 genres is impossible, the Ludum Dare jam whose theme was to combine two incompatible genres have seen some amazing game, but it also means you need to put way much work onto the design of the game. The design of this game is quite lazy I think, just make a boss firing bullet like a machine gun, and then what do we do with the player to make it less like a clone? Let's have him have limited bullets and he has to pick it up. Again, I love the boldness in your choice, but it needs to be more thoughtful. Players need to pay attention to not 2 but 3, 4 things: bullets to load, platforms, boss's bullets, boss's direction and distance to player - too many things to keep track of. The boss's bullets go through the platforms while mine don't!? Players might find this extremely unfair. You could make the boss's bullets not passing through the platforms then it becomes more of a fair game. Problematically, then it's not really bullet hell - you still have places to hide. So Zuriel, I wrote a long comment because I really appreciate your intention to make an innovative bullet hell game (as it is very tempting for me to make one for this jam as well, specifically for my boss fight), but it is a risky move and I think you have a lot of holes in your design. But now you have a base for a bullet hell game, why not make a real one? Keep it up! (sorry if my comment was too harsh)


It's nice. Most of bullets are impossible to dodge, but it's nice.