Totem Trouble
Build your own bullet hell! Escape the temple by placing the totems. But watch out for their awakening ...
WASD to move, SPACE to dodge, E to interact.
Controller: Bottom/"South" button to dodge, Left/"West" button to interact.
Music by Bjørn Lynne (composer/producer) and Abbas Premjee (Percussionist/Didgeridoo). https://www.shockwave-sound.com/
A game by Gökhan Çınar, Jakob Baldwin, and Simon Dremel made within 48 hours for Global Game Jam 2026.
| Updated | 14 days ago |
| Published | 16 days ago |
| Status | Released |
| Platforms | HTML5 |
| Rating | Rated 5.0 out of 5 stars (1 total ratings) |
| Authors | elegantfish, JakobBaldwin, zeminyok |
| Genre | Action, Puzzle |
| Made with | Unity |
| Tags | 3D, Bullet Hell, ggj2026, Global Game Jam, Short |
| Average session | A few minutes |
| Languages | English |
| Inputs | Keyboard, Gamepad (any) |

Comments
Log in with itch.io to leave a comment.
This is incredible design with such few elements. Also it feels like it was designed to be played on a controller, so it may be a good idea to mention that a controller is recomended (either in the game itself or right below it on the page).
There's only two things I'm missing while playing this:
1 Some audible feedback on everything that happens on screen, pellets, steps, the door opening, etc.
and 2 Some visual element to tell what your invulneravility window is while rolling (though this is just a massive nitpick), like a cloud of dust that stays visible for as long as you're untouchable.
Overall one of the best games from this year's GGJ I've played so far.
Good fun, very tricky. As of writing this, could not pass the last level, but future me will AVENGE ME!!
Such a cool game! I really loved the concept, very original and it was actually really fun to play. At the beginning I thought that maybe it was gonna be too easy but you guys proved me wrong with the last level hahah.
Things I thought while playing that you may find useful:
- Maybe I'm wrong but sometimes when I hit a wall or a precipice I felt like my character got pushed back for a moment, and that made me lose a couple of times by catching a bullet I had in my back
- I think the movement could benefit a little by making the dodge animation recover a bit faster, regaining control quicker after hitting space, but maybe that's just a personal preference
- I spent nearly the same time on the last level than on all the previous ones combined. I had a lot of fun but maybe I'll try to balance that somehow...
I didn't expect to like it so much so I think you guys managed to create something really special, the level design is great and the general idea feels like a breath of fresh air, so congrats to all the team! And thanks for coming by, great meeting you!