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Office Hell

It's Friday evening, and you've already been crunching the whole week. Now, how hard can it be to just get up from your desk and go home?

Office Hell is a fast-paced bullet hell, inspired by Touhou Project games. The balance of the stages is meant to be hard, but you can always just continue your struggles, if you are not aiming for a high score.

▶ Play it on itch.io: abbradar.itch.io/office-hell

Created for Bullet Hell Jam 7.

Controls

  • Z — fire
  • X — bomb
  • arrows — move
  • Shift — focus mode
  • ESC — pause / back to menu
  • Touch — drag to move, tap the ✱ button to bomb (on mobile)

Theme: SHRINK!

Have you ever been to the office? Have you felt like your mind is SHRINKING with every second you spend there? Have you thought that you could touch the grass and run around the park, but instead your muscles are SHRINKING? Have you thought that a significant amount of your hair is SHRINKING because of constant stress? If the answer is "yes", there's a chance that you'll like our game.

Development

Built with Phaser 3, TypeScript, and Vite. Targets WebGL; runs in modern browsers on desktop and mobile.

Binary assets (.png, .mp3, .wav, .ogg, .woff2) live behind Git LFS — install it before cloning, or the checkout will land with pointer files instead of the actual media.

git lfs install
git clone https://github.com/abbradar/office-hell
cd office-hell
npm install
npm run dev        # vite dev server (http://localhost:5173)

Other scripts:

npm run build      # tsc + vite build → dist/
npm run preview    # serve the production build
npm run check      # biome check (lint + format dry run)
npm run format     # biome check --fix .

Type-check on its own: npx tsc --noEmit.

Project layout

See CLAUDE.md for the orientation pass: folder structure, runtime conventions (generator-based stages, audio model, pause semantics, per-run scene state pattern), and pointers into the deeper docs under src/docs/ (stage architecture, pattern sandbox cookbook, stress-test results, audio implementation guide, final boss music analysis).

Credits

Team

  • abbradar — code, stage design, pattern design
  • vuvko — code, sound design, stage design, pattern design
  • const — code, pattern design
  • nclbrt — art direction, character design, concept design

Music

Art, icons & SFX

Fonts

The canonical in-game credits roll lives at src/content/credits.ts — keep it in sync with this section if you add or replace an asset.

License

Source code is released under the MIT License.

Third-party assets ship under their own terms — see the Credits section above for the per-asset license and the kaedalus chunks folder's LICENSE.txt for the CC BY-SA 3.0 derivative-work declaration.

AI usage

Claude Code was used as an assisting tool for code and search. Other search engines and platform-specific searches were used that could have AI incorporated. No AI was used to generate any asset or text for the game.

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