December 14th-17th 2012 :: Theme: You are the Villain

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Behind Blue Pixels

by azurenimbus - 48 Hour Compo Entry

Please play my jam game as well:

In this reverse shmup, you are an evil boss forced into the ship of the hero and thrown back in time.

Now your own fleet is against you, and so is your past self.

The game is beatable. You might find it hard, but there's nothing wrong with it (hopefully). It's just... weird.

You can beat the boss, you just have to find his (or should I say your own) weak spot.

I fixed a couple of bugs after uploading, I think it should work all the way. Let me know if you think it's broken somewhere.

Downloads and Links




L says ...
Dec 17, 2012 @ 3:46am

Well, no diagonal movement is kind of a downer but I guess that's more to do with Stencyl.

The sprites are kinda cute.

Is the idea that the player-ship in the intro has body-snatched your boss form, and you're trying to reclaim it? Interesting - could benefit from elaboration.

Jacic says ...
Dec 17, 2012 @ 5:22am

Quite hard but quite fun!

Pierrec says ...
Dec 17, 2012 @ 7:40pm

This is not that hard, I beat the boss on my second try. The week spot was pretty obvious to me (but I knew there was a weak spot so, it could have helped).
In the end, the boss fight isn't very original, since it just looks like a regular shmup boss fight. I found the "Don't shoot your own fleet" idea more interesting and hoped it lasts longer (with more content of course).

Anyway, this is a pretty nice little game, and I really love the graphics! Very pure!

Dec 17, 2012 @ 7:54pm

I liked the whole reverse-identity-theft going on there. Who is the real enemy there?
Well, It was beyond my skill level to beat the boss (although I almost killed him!) but I had fun trying. Is a bit of a short-lived adventure though.
Cool entry; simple but polished. I like your style. Kudos!

Husky says ...
Dec 18, 2012 @ 3:11am

Cool art style!
I tried hard but still lose...
Really curious about the ending, great work! :)

fishbrain says ...
Dec 19, 2012 @ 9:48am

nice idea! clean graphics. found the boss quite difficult and gave up in the end.

zatyka says ...
Dec 20, 2012 @ 2:14am

Pretty fun. I especially liked the simple 2 color graphics.

Puzzlem00n says ...
Dec 20, 2012 @ 3:07am

Definitely the kind of thing we've come to expect from an Azure Nimbus game! Fantastic. I love how well the health bar bounce-off worked so that it also shrank as you went, making it harder to get a good shot for the ricochet. You're really good at making these wacky, yet clean sort of games, and I admire you for it. Good-bad breakdown:

-No diagonal movement
-A bit all over the place
+Quirky Concept
+Great Aesthetics

namuol says ...
Dec 20, 2012 @ 3:46am

Gwah! It took me way too long to realize what I needed to do there. Heh. Clever.

But man, that is one brutally-large hitbox. Ouch.

csanyk says ...
Dec 20, 2012 @ 4:07am

It kinda just felt like a normal shooter to me. The backstory fits the theme, but it doesn't really change the way the game feels. I wasn't particularly good at the game, it felt very constrained and dodging was tough. I guess I need to brush up on my shmup skillz.

Dec 20, 2012 @ 9:58am

Oooh, very interesting concept. I loved the idea that you were somehow playing a reverse SHMUP, although I guess gameplay wise this could've been explored a bit more.
I really liked the simplicity and style of the graphics, it fit well with atmosphere :3
It took me quite some time figuring out how to defeat the end boss/yourself. Which turned out to be really weird indeed :P
I really liked the music as well. It was very serene and calm which fit the mood like the graphics did :)

Dec 20, 2012 @ 8:42pm

I like the difficulty, their being hexagonal makes it possible to slip behind them. Didn't even think about moving forward until the boss (me) came out. Nice graphics and fun.

iandioch says ...
Dec 20, 2012 @ 9:34pm

A few too many enemies and dying when you hit one made me unable to even reach the boss I'm reading about in the comments - make it a little easier next time :P
I liked the clean graphics, and the concept is pretty interesting. But oh so hard D: :D

BNeutral says ...
Dec 20, 2012 @ 10:54pm

Loved the mood and the boss weakness. The audio was kind of jarring during the fleet avoiding part though.

DavidErosa says ...
Dec 21, 2012 @ 12:26am

Nice game but a bit hard for me!

Dec 21, 2012 @ 6:37am

At first I expected it to be one of the "you spawn the enemy fleet" SHMUPS I've seen so much of this LD, but was pleasantly surprised.

The intro confused the hell out of me, though :)

amidos2006 says ...
Dec 21, 2012 @ 9:18am

Nice I liked the idea of being the villain and don't shooting my fleet nice idea :)

Dec 21, 2012 @ 11:00am

Well this was interesting, wish the being a villain part was explored more in the gameplay though. The bossfight was clever, took me a moment to figure out the trick.

orunbot says ...
Dec 21, 2012 @ 12:33pm

Nice clean graphics and a hard boss. The way I like it.

Drabiter says ...
Dec 22, 2012 @ 3:05am

Great effects!

Dec 26, 2012 @ 11:28pm

A pacifist shmup. I love doing pacifist runs of touhou and other bullet hell games so this is something that felt "made for my tastes." I liked the idea behind the "intro" before the main part of the game though I wish it didn't take as long for the "player" that you attack to show up. The sound effect after you become the player caused my ears to ring. I love the concept though and the graphics were simple and cute. Excellent job!

ilo says ...
Dec 27, 2012 @ 1:23am

The things I like best about this entry are:
1) the art. It's simple and yet goes a really long way, imbuing abstract shapes with character (e.g. on the evil boss, is *that* a wicked grin? Are *those* devilish horns?).
2) the story. Most entries portray the nature of villainy in a straightforward manner. This was more ambiguous, and the ending (a consequence of the paradox of killing yourself?) made me wonder about the villain's motivation if he chose to engage the older version of his self (was he always evil?). And if not - if it was just an elaborate way of killing the villain - both actions (kill or be killed) had the same consequence, so why prefer one over the other? Was there a moral argument for it, or just the thrill of battle?
Anyway, I don't know how much you intended the audience to read into it. I just though it would be interesting to explore further, how the player might have to act if he/she encountered the evil boss's enemies, or other beings of a more complicated alignment like grudgingly respectful adversaries...

...with diagonal movement. :)

SuperDisk says ...
Jan 5, 2013 @ 6:40am

Didn't make much sense at all? I am the enemy? Eh?

arhpositive says ...
Jan 5, 2013 @ 9:55am

Gameplay and the graphics were nice. The boss was quite hard, but that's a good thing, bullet patterns were nicely thought out. However, I can't say I liked the sound effects on this one, I had to lower the volume to concentrate on the game. Good entry.

ddionisio says ...
Jan 5, 2013 @ 10:11am

Cool concept. The art has that nice retro feel to it, even the sound (though was a bit loud). I manage to beat the boss!

Neonlare says ...
Jan 5, 2013 @ 10:19am

Bit all over the place like a few folks have said, the game felt a bit unfinished and the metaphor at the end didn't really seem to gel for me, but I did dig the concept of flipping the field around. Controls were stiff, but unsure if that's a Stencyl thing or not sadly.

Amos Wenger says ...
Jan 5, 2013 @ 10:52am

Nice take :) it reminded me of Touhou, although slower-paced.

It did take me about 10 tries to beat the boss, even after reading the comments and knowing there was a weak spot. In retrospect it was pretty obvious!

I really liked the simple graphics and there were lots of effects/feedback, which is good as it makes the game seem responsive!

Nice one, looking forward to your next LD entry!

zenmumbler says ...
Jan 5, 2013 @ 6:34pm

Interesting idea but for games like this precise movement is critical and every time I tap a direction I float about 24px. Didn't get what the weak spot was but I damaged my other self anyway by luck.

Sergey Mohov says ...
Jan 5, 2013 @ 6:50pm

Hardcore \o/

Jan 5, 2013 @ 9:41pm

Good concept but ends up being very luck-based in execution. How far I got in the level was very closely related to how graceful the random enemy placement was.

Ariake81 says ...
Jan 5, 2013 @ 10:09pm

nice work, really like the concept :)

AtkinsSJ says ...
Jan 5, 2013 @ 10:31pm

Love the concept. However, I did have a couple of issues:
- The avoidance section often got me in an impossible situation, maybe this could be solved by spawning the ships in a grid with a navigable path?
- The boss battle got ridiculously hard because the game was lagging so much.
- Not being able to move diagonally was also a bit awkward.

But yeah, I'd like to see this fleshed-out into a full game! Possibly with a less gimmicky boss battle. :P

Spacehunter says ...
Jan 6, 2013 @ 4:30am

Good job all around! Performed pretty well for Stencyl framework ;)

RyanArcher says ...
Jan 6, 2013 @ 1:55pm

Interesting, if not hard, concept. It took a while to load and I wasn't sure what happened before the menu popped up telling me to press X. However overall a decent game considering the time restraints.

vrav says ...
Jan 6, 2013 @ 6:58pm

Yay, I beat it! It was a bit hard, but mostly only due to the movement controls. I loved the music and overall idea. Thanks!

cardboard says ...
Jan 6, 2013 @ 9:20pm

Nice! Interesting concept and very nicely executed. The game feels very complete, even though a little short. Took me a couple of tries but I eventually beat it.

Jan 7, 2013 @ 7:13am

Really clean graphics and nice audio effects.
But controls were the worst worst:
-I found hard to avoid ships with movement limited to one axis at time.
-I miss an autoshoot feature (I made the same mistake in LD#22) which could have lowered boss difficulty. Am I the only one that didn't find the "weak spot"?

soy_yuma says ...
Jan 7, 2013 @ 10:33am

I love the simple graphics and the idea of swapping roles on a shmup.

The boss fight is hard even if you find the weak spot. I didn't have enough precision with my keyboard to avoid the circular shoots. Beat it in the end, though! Liked the ending effects :-)

jfroco says ...
Jan 7, 2013 @ 4:34pm

As I didn't read the description or comments(spoilers) it took a me a while to understand how to defeat yourself.
Interesting idea. I have a similar idea when I knew the theme, so it is great to see it. Please add diagonal movements, a smaller hitbox (like bullet hell shmups) and more content and could be a great game. Loved the retro style. Congrats

Niavlys says ...
Jan 7, 2013 @ 8:13pm

Nice graphic style and nice idea. I found the controls a little bit rigid. I loved the idea of the boss's weak spot :)

uuav says ...
Jan 7, 2013 @ 8:47pm

Really enjoyable. I love the "you became your enemy" idea.

Loren says ...
Jan 7, 2013 @ 9:15pm

Pretty cool :) I really like the audio for the player's ship approaching. Fun gameplay too!

superjoebob says ...
Jan 8, 2013 @ 1:18am

Pretty awesome, the boss messed me up pretty good took me a while to finally get him, got super pumped when I finally did!

SuperDisk says ...
Jan 8, 2013 @ 1:38am

Actually, I get it now. It didn't make sense at first, but for some reason I came back, and I get it :P

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