Iris by Galan
You're trapped! Dodge bullets and destroy your enemies while the trap grows ever closer — but there is no hope of escape.
Iris is a procedurally-generated, top-down bullet-hell shooter where the place space shrinks (and moves) after every wave. How long can you survive?
Controls:
↑↓←→: Move
Z: Fire
X + Arrow: Dodge (uses stamina)
Tips:
- Focus on survival over killing.
- Try sweeping back and forth over the bottom 1/5th of the space — it can help keep you alive longer.
- Remember to dodge!
Post-jam tweaks: - Restored difficulty curve that had been disabled due to a last-minute bug fix - Increased master volume (was too quiet, thanks headphones!) - Added self-branded splash screen in place of logo - [Esc] can now close at any time, not just on game over screen




| Source Code | https://github.com/GalanCM/LD42 |
| Windows | https://elanti.itch.io/iris |
| macOS | https://elanti.itch.io/iris |
| Linux | https://elanti.itch.io/iris |
| Original URL | https://ldjam.com/events/ludum-dare/42/iris |
Ratings
| Overall | 200th | 3.625⭐ | 22🧑⚖️ |
| Fun | 133th | 3.675⭐ | 22🧑⚖️ |
| Innovation | 321th | 3.25⭐ | 22🧑⚖️ |
| Theme | 316th | 3.65⭐ | 22🧑⚖️ |
| Graphics | 271th | 3.45⭐ | 22🧑⚖️ |
| Audio | 285th | 3.075⭐ | 22🧑⚖️ |
| Humor | 472th | 1.806⭐ | 20🧑⚖️ |
| Mood | 279th | 3.105⭐ | 21🧑⚖️ |
| Given | 20🗳️ | 22🗨️ |
I would enjoy a steeper difficulty curve - after about 12 levels, it wasn't getting noticeably harder - it seemed like the iris was moving around but not shrinking. After that point the game froze right before an iris transition.
Great work!
It was a good little play and surely will want to challenge it more :)
Well done
I don't know if the design of the game predicted that strategy, but it's the only one that seemed to work, just because I could only shoot upwards and the bottom row is the only place nothing seemed to spawn. Maybe making this a dual-stick shooter (WASD to move, arrow keys to shoot like in Binding of Isaac maybe?) would have helped: it'd let you place enemies on the bottom row and force the player to move around in 2 dimensions and actually dodge attacks rather than scoot left and right.
What was a little annoying is that the health regenerated over time, but did not regenerate between levels. So if I was low on health, the best strategy was to leave one enemy alive and dodge their attacks for a full minute or two to get my health back. I would have liked my HP to return to full on the start of each level so I didn't have to wait.
The music isn't bad, though it did get a little grating at times. It's not that I mind atonal stuff, but lively atonal stuff gets tiring quickly.
I enjoyed this game, and though I did get tired of it I would not be opposed to playing it again, or an expanded version. Nice work.
Your other points are valid, too, and I think I have some solutions to some of them. I'm definitely thinking about an improved version — I've got too many ideas to ignore them at this point. And you've given me some more things to think on. I appreciate it!
The music was a little TOO creepy... I don't think it fits the game, now that I think more about it. But that's purely opinion, so take it with a grain of salt.
After 10 seconds, I was like "How do you survive this?" Then after 1 restart I was able to make it to the second wave, so that was surprising.
The lasers added a crucial element I would never have thought of -- giving you another reason to move besides just the bullets was really, really smart. It gave the game much more depth.
The music was cool but seemed a little bit off to me.
I would have liked to see the controls in the game. And a first easier level so I we have time to grab on the controls.
But the big issue I had was the legth and repetitivity of the game. I stopped out of boredom after 10 minutes, before the game actually started to be hard. I think if the difficulty would scale quicker it would be way better.