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A jam submission

HellixView game page

Our submission for the 2025 Boss Rush Game Jam
Submitted by bentonlane, Amalia.Russell, puddlehop, ikouy, Morgan Smith, EENAHH — 19 hours, 3 minutes before the deadline
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Hellix's itch.io page

Game's Take on the Theme
We made a bullet hell about summoning circles that are constantly spinning!

Did your team make the majority of the art and music during the jam?
Yes.

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Comments

Viewing comments 20 to 1 of 30 · Previous page · First page
Submitted(+1)

it's quite a nice game! i like the art and the idea!

the diffculty curve is a little bit too much from the tutorial boss and the first boss

and when the camera shakes the tiles seems to show gaps (it's a common unity problem lol)

and the tutorial text should be always shown so you don't have to move close to them to see what it says

overall unique game!

Submitted(+2)

Wow, this game is great, and definitely stands out! I had a lot of fun with the mechanics, it's refreshing to see a different take on bossfights other than shooting them to death. Usually, I would find mechanics like "break the weakpoints to defeat the boss" quite annoying, but in this case, making it the main game focus and combining it with the other mechanics like having no actual life made for a great combo! The bosses almost play like a ring match, where if you're out, you lose, so the projectiles make sense to have a lot of knockback and be chained. At the sarcophagus, I couldn't count the times I died because i got chain-hit by a long streak of projectiles, but the dash makes so this isn't so annoying as you almost always have a chance to escape (if timed right).

The controls were smooth and banishing the bosses felt hard but fair, as you need to time your prayers correctly but still have many movement options in case of emergency.

The art was very good, and the animations were fluid and very nicely done.

Some suggestions I would have:

- I didn't quite get what each rune does for the boss: does it make the arena smaller, or does it add more attacks? I didn't receive any feedback from the game about it so I just continued doing them in random order. Maybe it's me who didn't pay attention, but if not, knowing what they do would definitely increase the strategy factor!

- The character sometimes is easy to miss between all the bullet hell and light effects. I would've liked if, in some way, it was highlighted a bit better (even while not praying).

Overall a great game! I don't know if you plan on continuing this, but if you do, you have a great starting point!

Developer(+2)

Thanks for dropping in! I'll take your suggestions to heart, many thanks for begin so thorough <3

Submitted(+2)

I miserably failed 10 times in a row against the 2nd boss, and had to rewatch the intro each time, which was very frustrating :(

The artstyle and atmosphere are extremely good !

And the gameplay is innovative,  great Job !

Submitted(+1)

Woah! Very cool atmosphere!

I very much enjoyed all the visual effects in this game like the cathedral window lighting and how the darkness closes in. At first I didn't realize that the arena got smaller and I tried to go for the inner runes on the third boss first which left the outer runes completely inaccessible.  Overall, I think this game has great character but the boss difficulty needs to be adjusted.

(2 edits) (+1)

Strong showing. The gameplay loop is simple and fun. My only feedback would be that the runes that have/haven't been prayed upon are sometimes difficult to distinguish. Maybe a more pronounced glowing effect from the runes not yet prayed upon would've clarified it for me, but once I knew what to look for, it wasn't really a huge issue.

I also experienced some weird issues with the charge up times for praying. I don't know if they were tied to a specific mechanic like dashing or even the frame rate or something, but the amount of time it took to charge a prayer varied dramatically and while that can work for sure, I had no idea why it was taking longer in certain instances.

The art style is cool, but the unique characters often felt at odds from the arena in which they were placed. I feel like the arenas didn't really adapt to the styles of the bosses we were fighting. Just my impression after playing it a couple of times though.

Dope music, dope sound design, and all around a really enjoyable experience. Excited to see what you all come up with next.

Submitted(+1)

Pretty good! A couple things:

- The dash should let you go through the projectiles, as dashing into them will send you directly into the darkness

- There needs to be more visual clues as to both where you are and which runes that have been purified. I had trouble remembering which ones I'd already cleared.

- On the second boss, I felt way too zoomed out to see myself properly.

Neat interpretation of the theme and I like that the darkness closes in! Well done.

Submitted(+1)

The theme was well interpreted, and the visuals are pretty well done! For the bosses, I would have liked more epic music. Also, I couldn't manage to beat Boss 3 haha, it feels impossible at the end. Great job tho!
Feel free to come, test our game and give us your feedback!

Submitted(+2)

I had a diffcult time to see anything, game a bit too obscure, also it works too laggy on the web vertion and animations don't help witht that, I really liked the concept tho.

Submitted(+2)

Really cool game, cool art, good music. I got the hang of it really quick you did a great job of making it intuitive.

Developer(+1)

Thanks so much! The music is some of my favorite I've made for games. I played your submission as well, really cool boss multi-phase boss-designs and a great take on the theme!

Submitted(+2)

More spiritual sounds would be better and I got perished three times before I understand I need to pray during tutorial :-) But I like the idea and it seems like a unique mechanic that deserves to be invested more.

Developer(+1)

I appreciate the feedback on the sound design; I agree that more stylized effects would mesh better with the art style. But I'm glad you see the vision :)

Submitted(+1)

Moral of the story is: Pray more.

Submitted(+2)

I liked the atmosphere, vfx and music! Sometimes it’s slightly hard to see the character but liked the vfx and lighting!

Submitted(+2)

I really enjoyed the last two bosses, I died multiple times but kept going until I finally won. It took me a while to realize that the only way to die was by staying in the darkness for too long, and I didn’t notice any differences in the activation runes. The music is fantastic, and the game is fun, but it could use some polish, especially regarding the screen/camera size, as it was hard to see during the final fight, and possibly the player's size and hitbox.

Submitted(+2)

Great art, atmosphere, and lore. Felt like a full game with the intro and the vibe it has going. Mechanics are interesting! 

Submitted(+2)

I loved the concept and the atmosphere, the vfx really make it pop. Congrats!!

Submitted(+1)

Forgive me for having to put it this way, but

>can barely see where I am

>screen gets darker when I'm hit too much, making it even harder to see where I am and where the projectiles are

This shit.. is so ass...


HOWEVER your game was engaging enough that I wanted to play it to the end, despite this asinine constraint. I liked the concept very much, a bullet hell with sigils to seal and sinful souls to sanctify

Gold and Purple bosses were really good. I liked how the purple boss punishes you if you seal from outside to inside, as the final phase bullets are too intense for that closed environment. You can go the whole game going out-in, but the final boss basically demanding you go in-out makes it really differentiate itself from the other bosses. 

Hitting sigils with divine thunder while bullet helling is a great concept, and the songs were pretty fun too. The camera was a sin, but gameplay, the sound design and enemy design was very good. I'm happy you made this game.

Submitted(+3)

this is a really cool concept, the hitboxes are too big and you can't fit through a lot of projectile patterns that it feels like you should be able to, also the boss spawn cutscene repeating every time is a bit rough. very good game though, the dash feels great.

Submitted(+1)

Tested the web build, so I can not say anything about the Wwise integration.

Theme is implemented and part of the game loop which is nice.

I like the VFX and also in animations in general. The walk animation looks a bit odd as it does not really match the movement speed, or so it seems. 

Audio seems nice too.

Could not figure out what the differend runes do, but it does not matter too much as it seems, the push back of the 2nd boss when it fires the tripple shot seems a bit too harsh tho. Was missing one rune on the last boss but could not clearly see which one before I perished. 

Could need some more tweaks and visual feedback (i.e. position of the player in the perish zone, better visualization of cleared runes).

You should add the fullscreen button for the web build. You do not have to build a new version, it is just a checkmark when you edit the game page on itch. You can still edit the page, you just can not upload new builds.

Developer (1 edit)

Hey thanks for the review! Totally agree with what your saying, losing the player off the edges of the screen is one of the big things I wish we had time to fix! That and a little banishers manual with all the runes and what they do.

I checked out your game also and it was a lot of fun, thanks for taking the time to stop by!

Submitted(+1)

Visuals do not blend good together. I laughed when i saw first boss. It does not feel like bullet hell. There is a hell alright, but not bullet. Projectiles are too slow. There is no fun. Animations are too harsh.

Submitted(+1)

really nice game so easy than my game the player has to many hp  i bet you canot end my game link = https://itch.io/jam/boss-rush-jam-2025/rate/3292181

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