Phase Shift is a fast paced, high action, 2D bullet hell. Many years into the future scientists discover multiple miniature worm holes just beyond the solar system. Trying to use these as a means of transportation, they begin designing a ship that can stabilize the worm wholes and safely pass through them to unknown parts for the universe.
However an rival nation pays you, an unknown international thief, to steal the first prototype and give it to them. As forces trail you in your stolen ship you're left with two choices; Fight off the human ships or face what lies beyond the worm holes.
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| Some of the alien enemies |
Periodically through out the levels the players are forced to switch worlds by having to escape imminent threats through the wormholes. In the human world massive Dreadnought ships fill the world with bullets and ram through the player if they haven't escaped yet. In the alien world the player has to dodge a meteor shower before having to escape from a huge screen filling asteroid.
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| One of the massive Dreadnoughts |
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| An on coming meteor shower |
Phase Shift brings all the necessary tight fast paced challenging game play mechanics any bullet hell needs, while adding a fresh new and fun game play mechanic of phasing in and out of worlds, that adds a new level to the genre.
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| A full screen shot of the two worlds side by side |
Alex Flavall: Architecture/Graphics programmer
William Jacobs: Gameplay programmer and level/enemy scripter
Matthew Montgomery: UI and general programmer
Rachel Downing: Lead Artist
My Contributions:
- Made the object factory that managed the creation and destruction of all in game objects through serialized text files (C++)
- Made the level loader that spawned certain enemies at certain times and places through XML files (C++)
- Did the separated axis collision for oriented bounding boxes and circles for collision detection (C++)
- Wrote all of the scripting for the bullet patterns and the enemy behavior (Lua)
- Did a majority of the game play logic; shooting, power ups, teleporting, shields, etc. (C++)
- Created the sound engine using the FMOD API (C++)
[Download Link] (Digipen.edu)




