Survive the ominous five waves of geometric shape onslaught! Collect defeated enemies to boost your firepower and gain some much needed protection from the incoming bullet barrage.
Controls
You control your "ship" with WASD and mouse. Hold SPACE or MBL (mouse button left) to shoot. I wanted to have a settings page to assign your own keybinds, but i had to scrap the whole menu due to time constraints.
Ending
There is no ending mechanic and you can assume you won when there are no new enemies spawning after wave five.
Meta Stuff
This game was made with Bevy,
the four(!) sprites in Krita
and the sounds are either recorded or from Freesound, in both cases altered/edited with Audacity.
Wow, this was a really fun game! Difficult, I still haven't beat it (died like 4 times on wave 5), but I will be back soon 💪 I think my glasscannon build of making one long pole and then eventually collecting a few enemies to defend myself isn't working out...
Only feedback I can think of is that it would be nice if the enemies didn't run off screen, sometimes I lost enemies outside of the screen and couldn't find them. Oh, and also it feels a bit unfair when an enemy spawns right next to you and immediately shoots, maybe there could have been a couple seconds of delay so you have a better chance of reacting to that particular scenario.
The concept to get more powerful but also more prone to losing parts of your collected ships as you grow bigger felt really nice. The color scheme helped a lot to not lose track. Great job.
The fusing with the bodies of your defeated enemies is definitely a new mechanic that I haven't seen before! The simple graphics and sounds really create a mood for the game. Good job!
There was definitely that moment when I realized I could collect the other ships but then I ran off the screen and got stuck somehow >_
L
LDJam user 010 Oct 2025, 21:51
I think the UI is unclear. I didn't found the main mechanic at first, until I see the comment that actually something can be collected, then I finally find this. The inspiration is good, though. I think after further polish, it will be a good game!
Fun idea, collecting destroyed ships for firepower! The attachment mechanic (and detachment when hit) seems very realistic. The game looks good and I really like the sound as well. Congrats!
@ghost-in-the-toast@loveapplegames i am really proud of the soundwork this time - that usually comes last (and least) in my games. Though i noticed some glitching and weird delays in the html built - no idea why.
@marcus-otterstrom Great that you came back to beat it. I couldn't really judge if it leans on the too hard or too easy side so that makes me happy. The enemy ai is really simple - it chooses a random point at least some percentage away from the border. I thought that would be enough of a buffer for them to not fly out of screen, but the floatier ones do, which is suboptimal.
@ruruie yeah that is a problem i didn't fix in time. I should have forced the player to stay onscreen, so this doesn't happen...
Sorry I'm late to playing your project, today was the first day I could get back on the computer, but I'm here now so let's go!
You deserve more ratings than this for sure. It's a little hard for me to play with my current injury but even still I can tell it controls like butter. The sound design is excellent and matches well with the aesthetic. Now, the best part, it plays well and I like the fusion mechanic. Feels infinitely expandable, any idea if you'll continue to work on it post jam?
That was really cool, although a bit too challenging. Was hoping each shape would have a different behavior, but it didn't seem so? Love the effects combined with minimalistic vibe!
Comments18
Only feedback I can think of is that it would be nice if the enemies didn't run off screen, sometimes I lost enemies outside of the screen and couldn't find them. Oh, and also it feels a bit unfair when an enemy spawns right next to you and immediately shoots, maybe there could have been a couple seconds of delay so you have a better chance of reacting to that particular scenario.
@ghost-in-the-toast @loveapplegames i am really proud of the soundwork this time - that usually comes last (and least) in my games. Though i noticed some glitching and weird delays in the html built - no idea why.
@marcus-otterstrom Great that you came back to beat it. I couldn't really judge if it leans on the too hard or too easy side so that makes me happy. The enemy ai is really simple - it chooses a random point at least some percentage away from the border. I thought that would be enough of a buffer for them to not fly out of screen, but the floatier ones do, which is suboptimal.
@ruruie yeah that is a problem i didn't fix in time. I should have forced the player to stay onscreen, so this doesn't happen...
You deserve more ratings than this for sure. It's a little hard for me to play with my current injury but even still I can tell it controls like butter. The sound design is excellent and matches well with the aesthetic. Now, the best part, it plays well and I like the fusion mechanic. Feels infinitely expandable, any idea if you'll continue to work on it post jam?
Either way, great work!