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A jam submission

KHAMSINView game page

Contemplative bullet hell
Submitted by Temporarily Unnamed Collective (@tmpUnnamed) — 10 minutes, 49 seconds before the deadline
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KHAMSIN's itch.io page

Results

CriteriaRankScore*Raw Score
Design#1973.6333.633

Ranked from 49 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Viewing comments 25 to 21 of 25 · Next page · Last page
Submitted

Very cool concept with an amazing amount of content included. I understand people saying they don't think it fits the theme and saying they've seen it before, but I think the application of it with this type of game is uniques and ties it in.

The graphics are great and the sound effects are pretty good. I think the camera can make things  a little difficult when you rotate the cube.

I also noticed a lot of issues with the bullets teleporting around when the cube was rotating, and I had issues with weird physics  with dead towers when the cube was rotating. Sometimes this ended up throwing me off so much I died.

Also, the bright white auto-exposure when the cube is rotated towards you makes it difficult to see things.

Overall, very cool entry.

Submitted

What makes this game is the really natural feel to the controls! It's almost like going back to those physical marble maze toys of old!  Also love the aesthetics and the various bomb/weapon pickups. Could do with a little less screen shake though, that was kinda disorienting.

Submitted

This is a neat concept, and looks pretty great visually, but needs some work.

When you're screenshake is to the level when you can't reliably see what's happening (especially after hitting the boost crystals) it only takes away from the gameplay and game feel.  This is especially problematic in a game about precise movement and dodging, as it makes it much harder to do either. The enemy bullets also have far too large a collision radius - you don't even have to touch them, as you die even just from getting a bullet's width of space away from one. This makes the final level require way more precision than the controls really allow for.

Submitted

Stellar visuals but at the cost of tight gameplay.  Holy screen shake, batman!  The screen-shake is waaay too intense.  Additionally, I couldn't figure out to deal damage to the boss.  The bullet waves were near impossible to dodge given the huge player hitbox and controls.  Reducing the player hitbox size, stage tilt intensity, and screen-shake would have made this game incredible.

Submitted

neat stuff. not sure where the "bullet hell" part is, but it's till a nice concept. my main gripe with the game is that movements are way too aggressive - the stage tilts too much and the camera shake is too strong, which made the game very hard to play or see at all.

Viewing comments 25 to 21 of 25 · Next page · Last page