April 20th-23rd 2012 :: 10 Year Anniversary! :: Theme: Tiny World
Our ship is called the Kumiho, or nine-tailed fox in Korean. It has the spirit of a spirit-fox inside her.
She will need to use her special telekinetic ability to the max, to make it out alive through this beautiful, once peaceful world, with enemies inspired by out of proportion animals and Korean mythology.
The story is that Mako the Progenitress Goddess has, out of anger, transformed the world into a speck of dirt. All creatures became half-organic half-metal entities, and only one Kumiho decided to battle against Mako's will, to save nature, becoming a ship herself. An evil 9-tail-fox spirit, the unlikely savior of the planet.
The way it ties in with the theme "Tiny World" is that the enemies are transformed wasps and bumblebees, and a flying squid. The Kumiho is a tiny ship.
Play with
Arrow keys > movement
Z > fire weapons
X > teleport a short distance towards the direction you are pressing OR
if you're not pressing any cursor keys, you're given the choice of 4 directions to teleport to. It's easier than it sounds.
A real test of what you can do in 3 days, with true pixelart graphics (only 21 colors used).
Loosely inspired by Korean mythology, this bullet-hell shmup was lovingly crafted by
Fedor Jutte ( did amazing coding and awesome level design )
and
Christina Antoinette Neofotistou ( made the graphics, animation and composed/performed the music )
We used Unity, Adobe Photoshop CS5 and Fruity Loops
You can learn more about the art development here:
http://www.ludumdare.com/compo/2012/04/29/assets-and-timelapse/
Downloads and Links
Ratings
![]() | Coolness | 100% |
#5 | Fun(Jam) | 3.98 |
#14 | Overall(Jam) | 3.96 |
#16 | Graphics(Jam) | 4.41 |
#21 | Audio(Jam) | 3.88 |
#40 | Mood(Jam) | 3.46 |
#111 | Innovation(Jam) | 3.07 |
#179 | Humor(Jam) | 1.91 |
#249 | Theme(Jam) | 1.77 |
Comments
Nice work. I love that shifting ability, it adds a whole new dimension to the game. I also appreciate that old school difficulty. "You died at the boss? Go back to the beginning!" Tough, but fair. I'll be back to beat this.
The art style had a very washed out feel to it, not sure I liked it with so much motion, otherwise congrats on this excellent piece of work!
Really fun to play. Gorgeous graphics and a nice shoot 'em up feel. Well done!
Best fun yet of those I've played. Art style is beautiful. Doesn't do much theme wise, but it's a lot of fun and a great accomplishment for a couple of days work.
Excellent! I couldn't beat the first boss, but then I'm terrible at SHMUPs. Excellent graphics, catchy music. The teleportation mechanic was pretty awesome, although I kept jumping into bullets. The only thing missing is some kind of player death effect (but given the polish on everything else I just assume that's due to time issues rather than being an oversight).
Really impressive graphics (a mix between Guxt and Desaturation?) - the palette is well chosen. The teleportation feature is a bit tricky but innovative!
great game although I suck at this genre - the dashing ability is brilliant!
the only thing I could criticize is the fact that you used the z+c keys which aren't in this particular formation on many keyboard layouts. using x+c or (z or y)+x would be better
AWESOOOME! I don't see how it's related to "Tiny World" but the game is awesome! Checkpoints before bosses would be cool! Also, the "teleport" mechanic is really good but it would help to see where the ship will appear (with points/holograms!)
Loved the graphics and the asymmetric design of the ships, really beautiful! Really fun SHUMP, the teleport is a great idea even if it's a bit hard to avoid jumping into enemy bullets. At least for me it was pretty hard not to get hit at least once so I died a lot, but had a lot of fun haha
Really fun! Really beautiful! SHMUP YOU!
I had some trouble timing my teleports exactly, it was not uncommon to teleport directly into a bullet. I would have preferred to be able to hold down X, which displays a "ghost" at the point I will teleport to, and then RELEASE it to teleport.
Awesome job!
Whoa, intense. I could not stop playing until i beat it, even though the last boss was really hard and frustrating. Really fun and addicting game! I do not see the theme connection though.
Wow.
I felt so frustrated when after the 3rd level I was brought back to the title screen !
The dashing idea is really nice, the style is awesome (the enemies gets blue when they are hit... but in very polished way. I love how much attention you put into this detail).
I would definitely pay for a longer version.
Thanks for the postmortem which is also very interesting for the technical details. Is there any place where we can follow some more of your stuff ? Games or anything !
Loved the telporting, really enjoyed playing this well crafted game even though I sucked at it
This is really good! It reminds me of some bullet-hell games from Treasure like Ikaruga. The teleportation mechanic is innovative, and I like the way you designed the levels to progressively rely on it more.
The audio is probably the "weak link" here. Although the music is awesome, there's not enough of it and it skips around a bit and repeats in an unnatural way. The audio effects themselves also seem to have little clicks and pops, although the choice of sounds overall is pleasing.
Ultimately, I found it a little too hard and frustrating to complete. Level 3 had me restarting all the time. Prior to that, I found the boss too hard and everything leading to it to be too easy. This may restarting really annoying. Allowing for some extra hits before you respawn and respawning at the boss battles would make this entry even more awesome.
Final note: For whatever reason, I wasn't able to actually play the game until I copied the link and added a "www." in front of it.
This game is really good. I also made a shmup, but I think this one is much more fun. I love the teleport mechanic. Also the graphics are beautiful.
Fantastic graphics, great teleport mechanic which because really well used in the last parts of the game. The animation of the squid is mind blowing guys. I died 2 or 3 times because I just wanted to watch the groovyness of it.
Music is super pro too. Cant believe the same person had the time to do all art and musics in that little time!
No links with the theme :(
I liked the graphics and the pace
I think that the enemy missiles could be prettier, and that your ship could have a shield or more health so it doesn't die the moment it collides with any bomb.
The channel could be wider.
There is just no obvious reason not to hold down the fire button at all times. Perhaps that's intentional.
But I really liked the pastel colouring, and the music fitted really well, and the firing sound was not too, and it has checkpoints.
I only wish that when I respawn after dying that I didn't have to lift my finger from the fire button in order to press it again to keep firing. The game is really nice as space shooters go, with an awesome soundtrack and detailed graphics. I appreciate the effort!
The difficulty is a bit much for me, though. I can't seem to make it past the 3rd stage tonight. That probably means you're doing it right, though.
Great game and great graphics. Reminds me of Ikaruga, was that the intention?
I don't think it really fits the theme though. And the music needed to loop a bit better.
Great looking, classic shooter, I like the teleporting mechanic, though I suspect it's not totally original? But, who cares. Well executed. My only criticism would be the lack of a death animation and perhaps some lives? But maybe I'm just not hardcore enough.
Really beautiful game. I loved the graphics and the level design. Really good work. Only thing missing is a good death animation but it doesn't matter when I had so much fun playing this, Thank you.
Fantastic job! The dashing mechanic, the level design, the graphics and music - all really good. I can't rate it highly enough!
SCHMUPs and me go all the way back to galaga so this was definitely a treat. I love the art style, the teleport is brilliant, I love the enemies and animations. I really hope you make a standalone build. It'd be great to always have it available on my laptop.
I enjoyed it a lot, hope it had an ending or any kind of story, how it's reslated to tiny world?
Do a gamethrought for thoose ho can't defeat the boss ( I did :< ).
Nice job overall ;)
great game graphic and gameplay wise.
Remindes-me a lot of that dreamcast game Ikaruga.
Anyway amazing job.
This game looks fantastic, and I love myself a shmup hell :) Great!
Very wonderful art! Would love to see a tutorial on how to accomplish this game - or similar - in Unity.
Absolutely *adored* this game. I'm a huge bullet hell shooters fan, and Ikaruga is among my favorites. This is like a beautifully written love letter to that kind of games. Brilliant from start to finish; too bad there's no death animation, that's honestly the only flaw I found. I'm not sure how this fits with the theme, but nicely done.
Loved the art and the gameplay. I think the teleport is an excellent idea. I don't feel the topic too much, though. Good work!
Very cool bullet hell! Really loved the animations and ship designs.
Nice traditional bullet hell schmup. Ending was a bit anti-climactic though.
Loved it!
Nice music & Art, and a really nice gameplay touch in the form of the teleporting.
A little complain of mine being the controls, not really suited for an azerty keyboard, but not really a big deal anyway.
Great job!
I just had to finish this one, it's great. I was about to give up, but that "Okay, last one", made it :P I didn't find too much of "Tiny World" in it, but who cares? Congratulations!
Great music, graphics and teleport mechanic. Could've used a dying animation and better looping music but otherwise it was Great!
When I respawn, I have to lift up the Z key and press it again before the ship will fire. It feels like you're using the key down event rather than polling to see if the key is pressed.
The teleport mechanic is really clever, though sometimes a little difficult to tell if its going to land you on a bullet.
Absolutely gorgeous graphics! And interesting concept with the teleporting. The enemy design was nice and everything felt really slick. Except for the dying :P
Nine tails? Kyuubi! ^^
Graphically it reminds me of Ikaruga. I love the shifting ability but I wish there were some giant beam attacks to dodge with it.
This is a beautiful game. With the checkpoints, the difficulty is just right, although I couldn't get past the lashing-energy-ball-tentacle boss myself. One of the best games I've seen so far.
Well done! Looks great and plays nice. Everything fits neatly with on another. Good job!
Well done, i like this entry.
It's time to improve myself in this genre, thanks for the chance :)
Always neat to have an actual compelling gameplay mechanic manifest itself in an LD entry. Great job on that...I know people have mixed feelings about "gimmicky" shmups like ikaruga but this one was relatively refreshing. Level design could have forced use of the teleport gimmick a little more, but it's LD so I'm going to let you guys off on that.
Great job with the pixel art too. Yeah, kind of loose tie-in with the theme, but it's alright. Great artistic design post too, and you seemed to have a pretty cohesive aesthetic sense going throughout.
Bullet hell with teleporting. Started to lag to much after the 2nd round with the squid. Impressive nonetheless.
A bit hard to play on a german QWERTZ keyboard. But other than that a great game! Had a lot of fun.
So pretty! Level design is great too, if a little unforgiving. Love the jump/warp thing, even if it killed me far too often.
I don't see how this fits the theme, but I am not gonna complain because this game is awesome. I don't know what I did to that cephalopod, but sure it is angry :-)
Only tangentially related to the theme, but still in the top tier of jam entries for all the detail.
Mmm, reminded me of Ikaruga a lot, which is a good thing, I loved Ikaruga! Nice level design, some groovy set pieces which force the player to use the warp mechanic, esp the final boss requiring a 2 step warp to be learnt by the player. Groovy pixel art and style in general. Don't see much reference at all to the tiny world theme. It would be nice to see the game extended post-jam definately!
Wow! That was a lot of fun to play!
I love the teleport mechanic and how your level design forces me to discover it and then learn to use it like it's second nature.
Dang this was hard.
The graphical style is nice. I enjoyed your writeup about how you achieved it as well.
Excellent work!
Really liked the teleport ability. I recommend readjusting the teleport only to be used in to the sides and allow the player to move freely forward and backward. Really good job!
Gorgeous graphics and very nice teleport future. But i can't beat the third boss.
Beat the squid boss twice, couldn't get past the next part :(
Pretty fun, somewhat neat mechanic.
Stellar graphics and great music though.
Pretty fun shooter with a cohesive sense of style to it. Good job!
Really nice work. I found the controls to be very difficult to use. I would have preferred to have a separate set of directional keys for warping or something like that. But nonetheless, cool mechanic and I liked it!
Very well executed, very polished. Lots of finesse required to play. When I pulled off a good jump it felt very rewarding. Well done.
Perfect graphics, perfect music and perfect gameplay.
I liked the teleport feature :D
You guys rock!
The art, music and feel of this game are great! I'm a big Ikaruga fan so this really appeals to me. I don't see how it fits in with the theme, but I approve of you making a great game that you actually -wanted- to make. Do you think you will post the source?
Impressive Graphics, and I really like the teleporting mechanic!
was never good at shmups would never be able to beat this but really fond of the graphics, loved the palettes, the way the enemies lit up when hit, the clouds, the korean. Wish I could see the rest of this :3
Lovely little bullet-hell! The bilingual faux-doubel-translated signs are great.
Didn'tlike it using the Z-key. Many international keyboard-layouts place this one differently, thus causing painful hand-distortions.
There are enemies that shoot a continuous stream of projectiles. When first introduced, they are flying away from you at an angle, so I thought they were "crashing" and was thus irritated when I died by the smoke 3 times after that.
Wow, what a gorgeous game. I'm a sucker for shmups so this game was right up my alley. Your art style is beautiful and unique, and the teleporting mechanic has a LOT of potential. I would love to see you continue this game post-compo. :)
Very polished graphics, but I really failed to see the tie to the theme, before I read that enemies are wasps.
incredibly polished, but far too difficult for me. i think the cloud cover was a kind of cheap challenge. really pretty game though.
AWESOME!
But, sorry, I think it doesn't fits the theme...
However, 5 stars for the whole rest!
holy shit. I couldn't have made this in 3 weeks. how even.
excellent graphics and animations! I will also be returning to beat this.
I really enjoyed the art and the teleport mechanic. The game is pretty fun, but I'm not that great at shmups, so I probably didn't get that far before getting frustrated. I believe I almost beat the wave after the first boss appearance. Despite the back story you provided, the connection to theme via the game or gameplay is kind of lacking. Did you just really want to make a shmup? ;)
Great game, the teleport mechanic is a fun twist on the genre, the graphics are amazing and the audio goes well with it!
Nice graphics and music but, random patterns are not a good idea: i just killed the first boss without having to move.
This game is amazing! The teleport mechanic is really well done & above all it's great fun to play. The only problem is that it's an extremely tenuous connection to the theme...
I loved the explosions and the fact that the enemies glow when you hit them. A proper dying animation would have been nice.
Warping is a rad mechanic for a shmup, nice work. Great bullet swarms too, it was pretty tough.
WOW. Are you serious? Mind-blowing. Great feeling, nice mechanics, I definitely saved it to play more when I have time.
The only, only little thing that I have to comment on: the music looped weirdly, it's more like it suddenly stopped and restarted every time. I thought that was a weird thing for a game so incredibly polished otherwise.
Great job. Any plans to improve/expand on it?
Awesome game, probably my favorite of the entire compo. It's like bullet hell double dutch. The entire game makes me pine for the days when indie developers were making shmups with innovative mechanics instead of puzzle platformers or first person puzzle games.
Oh my goodness.
Not only is this both visually and aurally astonishingly beautiful but you've introduced a game mechanic that, as far as I know, is completely unique, clever, easily understood and very well-suited to the genre. Kudos!
A couple of slight misfeatures suggest to me that you didn't quite get everything you wanted into this game, but the attention to detail in other areas more than makes up for it. I particularly love the little flashes of blue introduced to the enemy graphics when you score a hit, and the delightful subtle animation on the title screen.
Some very small things that seemed to be missing or wrong to me:
* There's no sound or animation when the player gets hit.
* I wasn't sure if the lack of a scoring system was a deliberate design choice or just for lack of time. It seems to me a lost opportunity, it would be possible to come up with some interesting scoring mechanics involving the teleportation.
* I would be inclined to pass the whole palette through a filter increasing the contrast slightly, and maybe slightly increasing saturation for hues at the redder end of the spectrum.
* The smaller enemies could do with a couple of frames of animation to make them less static, and similarly the player ship could do with a couple of extra frames of animation to make the tilting smoother. (In general though the use of animation in this game is impressively complete and beautiful for a 72 hour game).
* When the boss returns, components that have already been destroyed are briefly displayed.
* You could do with a sound effect when teleporting, and a more specific visual effect.
* The sound effects seem to be slightly mistimed, possibly due to MP3 delay.
* I also find the connection to the theme a bit tenuous, but I'm not really in a position to complain too much on that point given that my game doesn't have much to do with the theme either :).
These are all nitpicks though, I love it. It sounds like you exhausted yourself to make it but I can assure you it was worth it. I won't be exaggerating to say it brought a little tear to my eye. :)
Very nice game! Loved the teleportation ability, even though sometimes I can't use it if I'm shooting (so circle appears, but I don't teleport when I press a direction until I release the fire key).
Sometimes a bit hard.
A also loved the boss! (and its last pattern was nice and fun!)
TELEPORTING WAS SO COOL!
A short death animation would have been nice, but this is already a very very impressive game, and quite innovative for a bullet-hell.
really great game with great graphics, and some nice features. Had a blast
I figured out teleporting right away thanks to the x+c on the title screen. I really do enjoy the mechanic and the enemies that forced you to use it. The presentation is great, especially the checkpoint and boss battle text.
This is awesome. It looks, sounds, and plays almost perfectly. Incredibly well designed. This is easily my favorite game of the competition.
Good work, far away from the theme, after all it was a challenging experience!
Just wanted to say: I keep coming back to this game. I love it! I was actually punching the air when I finally beat the last boss. I wish it ran on Linux too so I could play it at work (on second thoughts, maybe it's just as well...).
What a fantastic entry. The graphics were simply amazing. The teleport mechanic was simple but worked neatly. I'd love to play more of it!
This one goes above and beyond. The last bossfight was tough but rewarding.
Very nice visual style, like the color palette.
And game is fun. I had some trouble with teleport mechanics, was hard to predict, if I will teleport to safety or not. Maybe some kind of indication where you will go when you press direction key would help.
Great art and gameplay. The final boss had me punching my keyboard, I'll let you decide whether that's a good or bad thing. Awesome work.
Very good game! I'm a big fan of danmaku shooters and I'm impressed with the attack pattern designs, it matched the mechanics pretty well!
As for the feedback, I think there should be an indication for when enemies spawn from the bottom so the player won't be exactly at the wrong spot when they do.
Also, I disliked having to release the attack key and press it again every time I died.
May I add, the boss fight pattern was awesome too! Made good use of the teleportation abality. I loved the graphics and the music too. I'd definitely want to see more of that! Congratulations on your game!
This may have been mentioned already (I don't have the time to read all this!) but I think that it would be better if the boss's bullets went away after he died. You have no idea how many times I beat the boss and then died from his fire anyway.
On the other hand, for making the only shmup that never once made me want to rage quit, I salute you.
This was trully engaging, I have a soft spot for bullet-hell games! Executition was superb, with nice graphics, simple gameplay and the addition of the teleport gameplay which made it unique among the genre!
Yow - that's brutal. Gave up after 10 minutes or so of trying the last incarnation of the squid boss. Even killed it a few times but the bullets kept coming as it was blowing up, and sooner or later a teleport would just land me in another pile of bullets.
That aside, nice presentation, music, controls, etc., and the teleport mechanic is something I haven't seen before. Nice job.
Asymmetrical space ships! Love the designs, love the animations, love the subtle, unusual and beautiful color palette, and that the teleport mechanic was explored quite thoroughly instead of just being slapped on to an otherwise typical shmup.
The only real frustration I ran into was repeatedly being killed after having defeated the final boss, which was also a much more difficult fight than any of the preceding ones.
Still, for its cleverness, simplicity, polish and clarity of vision, this is my favorite entry yet!
I'm not sure how it fit with the theme, but other than that--it is awesome!
This is going to be more harsh than usual for me; this means I think it's really good. You're clearly pros.
Music was great. Loved the translated messages popping up. Asymmetrical visual theme was boss. The "get 'em next time tiger" boss was a great nod to the classics. Loved the game to bits right up to here.
Difficulty scaling after the first boss was too abrupt. You need to master the "spirit jump" to handle that level, and I just wasn't getting it right. Maybe show four ghosts where I could rematerialize?
I would love to have played longer, but the second level was just too frustrating.
Hey, what about the theme? The play area was small, but really, I didn't see you address it except in that meta fashion. I wish I didn't have to penalize you here.
Okay, after that criticism, I'd consider this one of the best entries in the compo, and I'd say your 40 hours awake were well spent. Congratulations. Now go sell this.
Great graphics, but controls were sometimes unresponsive when trying to shift while shooting. I ragequitted after seeing third boss battle (the one with constant missile fire) screwed up for 10+ time, when the boss was actually already dead, but still firing missiles, because of controls lag.
Don't get me wrong - the game's beautiful, and I love shmups but I wish there was at least something to prevent hits for a small amount of time, more hits allowed, or controls that do not ever lag, even when pushing all available keys.
Overall, this isn't that much innovative and doesn't feel connected to the theme, but is great in every other way.
It took me as much time to beat the game, except for the final boss, as it took me to beat the final boss. Nice game.
The shift is perfect ! Graphics are awsome ! Just love it ! Very nice mechanics here and patterns are well-thinking with the gameplay !
Very good! I love the twist of having the teleport. There's certainly plenty of potential in this one...
very fun and nice game! but it should be better with a score counter
Great atmosphere, fantastic graphics and music- it's real standout presentation for sure! I love the smoggy, washed out palette and everything feels quite chunky and satisfying.
I have to say I really love the blink mechanic- I have never seen anything like it in a bullet hell (which doesn't say much since I don't play a ton of them) and I think it adds a lot to the gameplay. I managed not to die until the third wave, but I could beat the whole thing after a few tries!
I also love the petal animation on the title screen, I thought that was a nice touch. Really amazing production in the tight time limit.
liked it very much. Really great art and music. Only problem I had: on a german keyboard y and z are interchanged, making it a little bit harder for me. ;) Simon
Amazing music, graphics and gameplay. Although it seems the theme has nothing to do with the actual game. The music doesn't seem to loop properly and the way death way handled wasn't very smooth.
Wow, stunning graphics and good music! The teleport ability is really cool... unfortunately I suck at these kinds of games so I only managed to defeat the first boss. I had fun trying though! Was worth it for those tentacles!
Overall a really polished game. I'm amazed you managed to do it in such a short span of time! With no sleep nonetheless!
Awesome little shooter. Very beautiful, and the commands respond well. It was fun to play also.
Could have done with a better tie-in to the theme, but the game was amazing anyway.
I reallu liked this entry. It reminded me a littel the art style of the great Silvergun. Don't see the theme here, tho.
A really great game, I had lots of fun playing this. I nearly gave up on the third boss, but I'm glad I didn't! :) If I had to pick a negative I'd say it's not very closely related to the theme, but it's a fine entry all the same.
Really cool game! I liked the art style, and the teleport idea is really innovative. the only problem for me was the bullets that were fired randomly from the bad guys.. they made it a bit based on luck rather than skill. anyway great game!
Nicely done game! Love the graphics. The teleport mechanic is nice too. My only real issue was the enemies coming from behind; it's a bit cheap and killed me loads of times.
This game is awesome, very professional and polished, could easily be sold! Awesome art!
Even with the checkpoints the game is still damn hard xD I only managed to beat two bosses and I gave up...
You're collisions/gameplay didn't quite do the awesome graphics justice.
Beautiful graphics, good music and really well done gamplay, i'm not much in shmup, and it was quite hard for me, but i can recognise all the qualities your game have.
excellent job. this game is fun and innovative. I'm not sure how it relates to the theme in any way, but that really takes back seat to a well executed schmup with a new mechanic layered on. Would love some more effects for warping and for player death. great job
Nice vertical shooter. Good to see more 2D Unity games, too. The teleporting mechanic felt like a new twist, and you concocted complex bullet patterns that really exercised the teleport button. The final boss battle was really tough, requiring a precise move/fire/teleport pattern to get through.
The graphics were great, and I really liked the checkpoint title cards. I do think you should've had an end-game screen, rather than just kicking back to the main menu.
Nice work!
Nice vertical shooter. Good to see more 2D Unity games, too. The teleporting mechanic felt like a new twist, and you concocted complex bullet patterns that really exercised the teleport button. The final boss battle was really tough, requiring a precise move/fire/teleport pattern to get through.
The graphics were great, and I really liked the checkpoint title cards. I do think you should've had an end-game screen, rather than just kicking back to the main menu. Same for death; I would've liked just a touch more ceremony before restarting the level.
Nice work!
oh, one bug I'd love fixed would be that if you're holding down the 'shoot' button, it would start shooting when you come back to life instead of requiring you to re-press the key.
Super rad gameplay with the innovative teleportation mechanic, but the theme is lost from your story to the actual game itself. Good job!
You must sign in to comment.
Haven't slept for 40 hours to make this.