Ludum Dare 35 — April 15th-18th, 2016 — Theme: Shapeshift

Search Keywords: HTC Vive, Oculus, Mac OSX, Linux, Android, Flash, HTML5, Java, Unity

Back to Browse Entries

Land of Curves

by spiffl - Jam Entry

i am point.
i am one of... five?
this place is too curved

arrow keys to move
x to fire
z and c to rotate (not available right away)


1. you have nine lives, but after the first level simply getting hit does NOT make you lose a life due to a simple mechanic that i think is pretty cool. it should be pretty intuitive to understand.

2. this game is pretty tough, but i actually think it gets a lot more manageable after the first level because of the new mechanics. if you persevere and try your best i will be so happy :)

3. the final boss DOES have multiple pieces with separate health bars. i'd recommend attacking the top piece first!

UPDATE: now available on Mac :)

Downloads and Links




varuns says ...
Apr 18, 2016 @ 8:13pm

The whopping 100MB download was worth it! The 3 boss ships are hard to beat but once you get the turning the game gets fun!

IDidGame says ...
Apr 18, 2016 @ 8:54pm

when i saw the download size my first thought was, i bet this has a some pretty great music, wasn't wrong :)
the game itself is pretty ruthless.

spiffl says ...
Apr 18, 2016 @ 10:42pm

Do y'all really think it's super hard? I'm pretty good at shmups so I guess I don't have a good perspective. The deadline isn't for two more hours so I could maybe make it a little easier...

Llucile says ...
Apr 19, 2016 @ 10:48pm

It is really really too hard to play. Maybe you could slow down the pace a little bit ? The big ships appears really fast.
Except from that, it looks like a nice game, but I didn't manage to survive really long. :-/

kleinzach says ...
Apr 19, 2016 @ 10:54pm

Great music. The art was simple, but it worked for the most part. The gameplay felt solid throughout. I ended up getting a game over out of nowhere, so maybe some sort of interface about how many lives I have left would be nice.

Sean says ...
Apr 20, 2016 @ 12:27am

This was pretty tough; took me a couple tries before I got past the first level, but once I did I managed to get through the whole game.

I felt like the player didn't have enough speed, especially in the weaker stages when you can't really clear the enemies out. Maybe you could make the speed inversely proportional to the bullet output? It'd probably be a good idea to show the player's lives in the UI somewhere too.

The music was great btw!

jshawn111 says ...
Apr 20, 2016 @ 11:50pm

Hello good people! Music Guy here. I put the soundtrack up on soundcloud:

Apr 21, 2016 @ 2:03pm

Trippy. The difficulty curve may have been a little sharp, but it was fun and the music was fitting. Well done.

Benjamin says ...
Apr 24, 2016 @ 7:37am

Very complete entry. I love it.

If the life system work this way, I think you have a huge difficulty spike on lvl 1, the fact that you can loose life faster on this level should encourage you to make a very easy first level. The problem is this huge ships and the bullet ammount is still pretty impressive for a first level.
The other levels after that have a good balance. I even think the last level + boss battle was the easiest.
The boss battle with different weapons was totally cool.

And finally this level down/up system on hit is smart. I just regret you didn't adapt your leveldesign to it.

Oh and also playing shmup with guitar bgm totally reminded me this old indie : Everyday Shooters. Maybe you should go have a look there if you are not already inspired by this.

spiffl says ...
Apr 26, 2016 @ 1:12am

I actually haven't heard of it! Thanks for the tip and the detailed feedback :)

davor10105 says ...
Apr 27, 2016 @ 8:01pm

love it, its engaging and hard

CheesyRamen says ...
May 2, 2016 @ 4:53pm

Fun little bullet hell game; loved the final boss :)

csanyk says ...
May 4, 2016 @ 2:59am

Well that was a lot of bullets.

May 10, 2016 @ 12:12am

Excellent shmup, great work!

I got a 1cc on the first try, losing only one life (although I got hit a lot). Maybe add a loop in a post jam release? I'd love to play it. I do play a lot of shmups, so I have that background going for me there.

The gameplay itself, other than the difficulty, was great. I love the flow of the enemy patterns, and the seeming organization turning into utter chaos was great. The slow movement didn't bother me, and I feel it gave the game a very methodical feel, and it reminded me a little bit of Toaplan games like Flying Shark, where you have to plan ahead and follow through or risk a bullet hitting you while you hesitate.

There was also one moment where an enemy hitbox was outside of the enemy, resulting in unfair damage. The hitboxes most of the time were good, though.

My only major gripes are the lack of score and a life counter. With the strategic element of the player ship rotation finding the best route to score would be great. This and the addition of a high score table to incentivise this play would add so much, and would bring me back for more.

I know that this isn't really what the comments are for but I explained some of the reasons for my mechanics in this post and I thought you might be interested based on your comment on my game:

You must sign in to comment.

Mini Submission FAQ

TEAMS: Teams entering the Jam should pick a single representative to submit your game, or create a team specific account you can share. We currently do not support Team Voting, but sharing an account and together playing and rating games is acceptable.

CAN I ENTER BOTH EVENTS?: You should pick 1 event, whichever you think it’ll do better in. If the idea is strong, and everything plays well enough, you can go Compo. If you’re a perfectionist, and would prefer people to play a more polished game, do the Jam. Historically, more games are entered in the Compo, but with more people and more time, Jam games have the potential to be better (that doesn’t mean they are). Many solo participants do enter the Jam.

If you made 2 games, unfortunately, the website doesn’t support multiple submissions per user. To submit your 2nd game, you will have to make a 2nd account. Only do this if you made 2 games. Alternatively, if one game is better than the other, then consider just entering the better game.

CAN I KEEP WORKING UNTIL THE DEADLINE?: Yes! Immediately after the 48 or 72 hours, we do something called Submission Hour. As the name suggests, it’s an extra hour for you to package, upload, and submit your games. If there were catastrophic issues trying submitting your game, or you misunderstood how submissions work, that’s okay. It happens. We’re flexible. If you need advice, check with the folks on IRC. If you need an admin, get in touch.

CAN I KEEP WORKING ON MY GAME?: Oh definitely! You should! But for the sake of judging, keep the Compo or Jam version around. You can include a link to the Post-Compo/Post-Jam version of your game on your games page, but sure your main links are the original version.

PORTS: Ports to other platforms can be done after the deadline. That said, the sooner you finish your port, the sooner people can play your game, improving your chances of placing in the final results. For best results, provide a Web version of your game, or a Windows version with no dependencies. Also be sure to rate at least 20 games to improve your visibility (Coolness).

MY GAME CRASHES, IS UNBEATABLE, OR I MADE A TYPO: We allow you to fix crashes, win condition, or tiny bugs after the deadline. In a sense, this is like “porting” to support more players. We leave this open to interpretation, but generally speaking your game should be identical to the game you submitted. No new features, just fixing mistakes you should have caught had you been better rested.

MY GAME DOESN’T SHOW UP: If you can’t find your game, it’s usually because the URL to your downloads are missing ‘http://‘. Fix your URLs ( and you will show up. Alternatively, if you just posted it, wait a minute. The cache may not have refreshed yet.

NOT LOGGED IN?: If you get a message about not being logged in, even though you are, it’s because your web browser cached the non-logged in page. You can fix this by either refreshing your cache or clearing your cache. CTRL+F5 in many browsers. Chrome is a bit more work. Press F12 to enable Developer Mode, then you can right click on the refresh button and select “Empty Cache and Hard Reload”. This option is unavailable if you are not in Developer Mode.

[cache: storing page]