Danmaku Binding
Danmaku Binding
Top-down Bullet Hell Boss (singular) Rush.
Originally made in 4 days for Never Joined A Game Jam Game Jam 2026.
Jam version is very much unfinished and has little content, but there is a game inside there nevertheless! On death, restart the game (refresh browser tab).
F11 - Fullscreen

Credits
Built with Godot Engine. Sounds made with ChipTone. Art made with Aseprite, Krita and GIMP.
Rubik Font:
Copyright 2015 The Rubik Project Authors (https://github.com/googlefonts/rubik)
This Font Software is licensed under the SIL Open Font License, Version 1.1 .
All other game code and assets are my own. Some of it I made a long time ago for other projects and recycled here. Namely: TileSet art, pixel-perfect scaling viewport and camera, room system, global systems manager <- all of it generic code, the actual game was made within 4 days,
Copyright 2026 (c) koame@mrau.party
| Updated | 18 hours ago |
| Published | 3 days ago |
| Status | Released |
| Platforms | HTML5, Windows |
| Author | koamedev |
| Genre | Shooter |
| Made with | Aseprite, Godot, GIMP, ChipTone |
| Tags | Bullet Hell, Short, Top down shooter |
| Average session | A few minutes |
| Inputs | Keyboard |
| Content | No generative AI was used |
Download
Click download now to get access to the following files:


Comments
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Hey, I played your game, and I have some feedback! First of all, the enemy attacks are super cool. I wonder how you did the shooting pattern.
The screen changing comes in a little slow, which was a tiny bit unsettling for me.
Moreover, I think the game would benefit from having a dash or a roll as sometimes I found myself stuck between shots and did not know what to do.
It was not clear what the focus button did apart from moving more slowly.
Finally, after some time I just could not shoot anymore, maybe it is just me but maybe not.
Thank you so much!
I was inspired by the Touhou games but I wanted to see what it would be like with a bigger play area and a free-moving camera. I wanted to stay true to that and that’s why there is no special movement besides the slow-down (which is all the Focus does here btw). If I do work on this game more, I am considering whether to focus more on the pure bullet-dodging aspect or maybe test some more involved movement mechanics (as you suggested) and attacks.
I can imagine getting cornered without any way to save yourself feels unfair but I simply ran out of time to remedy this :p.
As for the shooting patterns, it’s a combination of janky code and simple math. The complexity comes from having several going at once and in succession. Also had ideas for enemy projectiles that split mid-flight, or that change their speed over time, or the boss spawning more enemies, none of which would’ve been diffcult to implement, again, I just had no time left.
And that shooting thing might have been a bug, I’ll rework these systems either way.
Nice!