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A jam submission

去次元第四壁 ~ Observer's TrapView game page

Single-stage vertical bullet hell
Submitted by LasagnaCake — 5 hours, 8 minutes before the deadline
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去次元第四壁 ~ Observer's Trap's itch.io page

Results

CriteriaRankScore*Raw Score
Presentation#3333.4623.462
Gameplay#3542.9232.923
Overall#3593.2053.205
Originality#3953.2313.231

Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Judge feedback

Judge feedback is anonymous.

  • This is a well made bullet hell game, it is not buggy, it works, it looks basic but not bad. Has nice sound effects and music too and a much appreciate not super loud default audio. But it is just a bullet hell, nothing really aberrant happening here everything I see is pretty much expected for this type of game. I appreciate the visual setting though it is cool that people can just see it play out. Overall I think you did a good job here and you should be proud you made a solid game that works and looks pretty good.

What do you like about your game?
The (minor) framebuffer fuckery. That might've made it a bit too hard.

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Comments

Submitted (1 edit) (+1)

A TRUE DANMAKU ON THIS JAM? LET'S GO

when i found out about it i knew i had to play it, as even if i'm a beginner to these types of games i really do have a passion for them deep inside me

i didn't play this game for more than a couple of minutes 'cause i really felt like this game had some major flaws that kept it from becoming a great experience


the hitboxes are way too big lol

the game isn't too hard, the bullet patterns are what you usually get with danmaku type games buy every sprite is so big and every hitbox is so big that it makes the game really hard to read and play and it takes away from that feeling you get when you pass through a seemingly impossible wall of bullets that you get from a game like touhou or mushihimesama

i really like the point of collection mechanic, it makes you wanna play more aggressively and fixes the problem most shmups have where every player never goes near the enemies(i made my whole game thinking of that idea lol), but the fact you can't easily navigate through the barrage of bullets like you can in any other game makes aggressive play unnecessarily punishing and not fun lol

LIKE, I LOOK AT THE GAME AND THINK "WOW, I REALLY WANNA JUST TRY MOVING THROUGH ALL OF THESE NICE BULLET PATTERNS" BUT I NEVER CAN 'CAUSE EVERY PATTERN BASICALLY MAKES AN INPENETRABLE WALL ANYTIME TWO PROJECTILES ARE SLIGHTLY NEAR EACH OTHER LOL

the graphics of this game are really nice though, just one complaint i have is that the player IS JUST A FUCKING SQUARE LOL, you could have at least made it a simple shape like the enemies and make the projectiles more readable as i feel like a lot of them are hard to see

plus hitting the enemies feels super weak, idk if it's the lack of sound effects or what but there certainly should be more JUICE to it


you really do have some great creative ideas cooking

if development keeps up i'd love to see how it turns out, but i am currently not too interested in seeing through all of this game the way that it is


ps: itch bugged and posted my review 3 times somehow lol, so sorry if you got extra notifications 'cause of it

Submitted(+1)

Absolutely loving this game! The challenge it presents is just right, making it super addictive. The custom engine adds a unique touch. Great job on the difficulty settings.

Submitted(+1)

first i got a question, is it designed to be played with a keyboard xD? 

sound fun beside that, wish i had the skill to play through it :)

Developer

Yeah, it’s keyboard-only. Hadn’t implemented controller support in my engine yet :/

Submitted

oh, i dont have a controller, i just assumed it was designed for it since precise controls help for bullet hells

welp i guess im really just that bad ^^, good thing you added a lot of difficulty options (i still lost in heaven mode lol)

Submitted(+1)

First off, I do not normally play bullet hell games xD, but i was intrigued by the hardest mode first(was not my smartest move but i had to know did better then i thought i would do) I liked the one part where the guy came out at me xD

Submitted(+1)

There was A LOT going on when it came to enemy projectiles, pretty hard to keep track of them but with practice not impossible . I appreciate that you included different difficulty settings.  I also really liked the different movement patterns the enemies had. Solid work!

Submitted (1 edit) (+1)

Damn, I'm not very good at Touhou Project kind of games because I don't have Sharingan.

I've been playing hard for about 5 minutes and it's gone off.

It's impressive that it's a custom engine based game.

Submitted (1 edit) (+1)

Hi, I played your game and I enjoyed it a lot, it's quite difficult as at a certain point, a lot of enemies spawn and there is a big cluster of projectiles (coming from the enemies and from the player itself), that makes it a little difficult to dodge. Overall very good job <33

I read that you plan expanding it after the jam, I really suggest you put the in-game control keys on a panel or something, as people often just want to play the game and don't read the README file (also, I get it, it was a jam and you had a very short time so no worries). Also I would make the player a little smaller and tweak some settings in order to  decrease the cluster of stuff on screen. Again,

 overall an enjoyable experience and looking forward to it.

Keep it up and good luck polishing it in the future! <33

Submitted(+1)

Quite an abstract bullet hell! I liked the minimalist approach, as it pushes the player to think in space rather than attempting to impress with graphics. This presentation makes hit boxes pretty clear.

What confused me is the fact that I couldn't find a way to discern when I was going to die, not what exactly happened when I used the bomb (where to appear). Overall, I think that it shouldn't be about pointing errors here and there, but just about working a bit more on user feedback. If the player can predict the consequences, then hes more prone to think that he can win (the opposite is to feel frustrated).

As I said to some other jammers, I think that, in order to engage the player, it is best to progressively immerse him into the action. So I would avoid clutter at the beginning, making clear which objects will be good for him and which ones will kill him. Then I would slowly add more clutter into the screen until HELL GATES ARE OPEN!!!

Developer

Thanks for the feedback!

I’m planning on updating the game after the jam ends, any suggestions on how to remedy these issues?

Submitted(+1)

I would focus on providing more visual feedback and making difficulty progressive, instead that hard from the beginning ;)

Submitted(+1)

Awesome work, very cool to see it has been built on a custom engine.

I would have liked to have seen the controls on screen somewhere. Since it's Z to select and there is a bomb you can drop with X which I wasnt aware of.

Developer(+1)

The controls were included in the README, though it was really stupid of me to not include it in the page (╯▽╰ )

I’ll update the game page to include the controls.

Submitted(+1)

No worries! It's a jam and I figured it out pretty quickly.

Nice work!!

Submitted (1 edit)

This game is trusted

This game is very fantastic and very hard I think. You can challenge yourself :)

Not "Enter" use "Z" key for select 

Submitted(+1)

Cool! Very difficult though. I really liked the split view mechanic.

Also, for those coming after me, here's the controls:

Shoot / Confirm: Z
Bomb: X