Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
A jam submission

Phantom HellView game page

Submitted by InSuccession — 2 hours, 21 minutes before the deadline
Add to collection

Play fangame

Phantom Hell's itch.io page

Results

CriteriaRankScore*Raw Score
Use of Theme#173.2683.268
Story/Writing#182.5852.585
Challenge (Tough but Fair)#192.9022.902
Concept#203.5123.512
Gameplay#232.8542.854
Presentation#243.1953.195
Overall#243.0243.024

Ranked from 41 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Leave a comment

Log in with itch.io to leave a comment.

Comments

Host (1 edit)

Right so I remember you weren't totally satisfied with the sheer amount of bullets in this game, but honestly I kinda like that about it. The core gameplay is less about being pedantic about each bullet and more about statistically throwing yourself at path of least danger, which isn't the most consistent gameplay type but it works really well with the concept of picking enemies you want to kill off at the trade-off of getting glaucoma.

Unfortunately though, all the balance issues imo actually come from with that trade-off mechanic. I didn't find out you could attack for a while, and got super excited when I found out about it because I was thinking I could route some nice enemy-killing plans, but unfortunately by the time I whittled down the health of any of the problematic ghosts I already tanked like all their attacks, and now I can see a lot less.

If the attack dealt more damage and/or was aimed somehow I think it would have been a lot more doable to pick an enemy to kill and then follow through. Or maybe some more thoughtful enemy placement with fewer enemies instead of spamming them, since the current enemy quantity really devalues killing them. It could still be the same ridiculousamount of bullets, but from more intuitive sources each time so you actually can piece together who's giving you the most trouble. I also noticed some bullets had different behavior. If each enemy had a dedicated color to their bullets that might have also added to the thinking factor.

I'm just throwing things at the wall here but I think it's really worth revisiting this if you're the type to go back to jam games. The trade-off mechanic seems just a couple tweaks and some dev time away from integrating perfectly with the gameplay. Also that BGM, 10 outta 10

Oh but uh, I didn't love  the part of the level near the beginning at the top with the lava pools. The jumps were suuuuper precise and the pools can take away your life bars so fast that it became a heavy reset point for me. RIP.

(2 edits)

OMG this was hard.

So, pacifist modes are my jam, and this one is a though one, borderline sadistic I must say, had to be almost perfect for not touching any of the red stuff, plus, you REALLY should add height control to the jumps, the part with the faeries at the bottom really needed that.

Had the same problem the other user had, when I pressed directional keys or space, the page moved along with the game, its a little annoying to play this on browser.

Vision reduction is quite neat, I like the idea of advance while dodging, but further ghosts are harder to kill, so even if you manage to get to them pacifically, well... you dont quite need to attack anymore, because its pointless xD. 

To encourage players to shoot more: it could be a good idea to add red and blue ghosts as well, so they add a little HP or reduce blindness when shot em down, even carefully place them so the game dont be that easy, 'cause I think hard is better in this case.

A thing to make this a lot more fun is to put save points, 'I wanna be the guy' style, since this is hard as nails, I think they will fit well on a full game. Nice music tho, can listen for hours before peacefully dying in hell. : )

(+1)

The death meter mechanic is really neat.  Games where defeating the enemies isn't a net positive are relatively uncommon.  I would've liked more control over the height of my jumps though.  I also would've preferred if the amount of bullets on screen was built-up to over the course of the game, rather than just being non-stop waves of bullets from the very start.  Overall though, I really liked this one.

Submitted

I really enjoy this. I don't think the bulletcount is over the top, I think it's fun actually, because you're forced to manage between "how many do I want to kill to make it more bearable"  and "how many don't I want to kill because I want to see" , though wanting to see wins out in the end for me. I don't get hit as often as I expect when I see that many. Would've loved that boss fight though, time limits are harsh.

Also, the bgm is way too catchy. 10/10 arrange. Currently have the first two phantoms killed just so I can listen to it in peace.

Submitted(+4)

So this is what hell looks like