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A jam submission

LINOVICTUSView game page

A blood-pumping twin stick shootemup with roguelite elements
Submitted by transmutrix (@transmutrix) — 4 days, 8 hours before the deadline
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LINOVICTUS's itch.io page

Results

CriteriaRankScore*Raw Score
Gameplay#14.6254.625
Mood#14.4174.417
Overall#14.3544.354
Graphics#24.5424.542
Audio#63.8333.833

Ranked from 24 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Pre-made assets

Music

The music of the game was made before the jam.

Sound Effects

The sound effects were made before the jam.

NSFW / mature / sensitive content

No

No NSFW / mature / sensitive content is present in this game.

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Comments

Submitted(+1)

Nice game! I like triangles! 

Developer(+1)

Thank you! ^_^

Submitted(+1)

Very well done! Super polished, great replayability, solid jams.

Developer

Thank you for the kind words! ^_^

Submitted(+1)

Not much more I can say that hasn't already been said. Insane level of polish and fun! I loved the spacetime warp when enemies exploded. I do think some of the skills are just better than others but this still feels pretty well balanced considering the time constraints.

Developer

Thank you so much!!

Submitted(+1)

Extremely polish, very satisfying ! I am very impressed when jam games include a skill tree.

Developer(+1)

I’m happy you enjoyed it! ^_^ The skill tree isn’t balanced very well but I wanted to include as much as I could manage in the time limit. I really like stacking goofy things together in Binding of Isaac and wanted to try adapting that mechanic for a more space shippy shooter game.

Submitted(+1)

This game genuinely feels like it could be released tomorrow. So much content and polish it is absolutely insane! 

10/10 RELEEEEEEEEEEEAAASE THIS!

Developer(+1)

That is very kind of you to say! Thank you. I’m really glad people are having fun with the game! I think it needs a lot more work to be something “finished” but I appreciate you!!!

Submitted(+1)

This submission is absolutely crazy. The polish on the mechanics and the overall 'juiciness' of the details are top-notch. On top of that, the amount of content is incredible.

Rather than releasing this on Steam, you chose to drop it in this jam. Well, thanks for that!

Developer(+1)

Thank you so much for the compliments! I was actually worried about the amount of content and worried things stayed too “samey” and repetitive, so I’m glad that people have enjoyed it.

I have a big file of ideas that didn’t make it into the jam version of this game and it would be a shame not to do something with those, so we’ll see what happens. ^_^

Submitted(+1)

That's great shoot'em'up, like there is nothing to complaint about - except maybe there is too much content for jam game! :-D The aesthetics and execution is wonderful. Do you plan to release the source code? I would love to see MoonScript in action :-)

Developer

Thank you! A lot of the “content” in this game is just bad math, thankfully.

I would like to release the source code, especially as someone who enjoys reading other people’s to learn how this or that thing in a game works. However, for this game I’m not likely to release the source code immediately - I’m not done with it yet. ;)

At some point though, I would like to release it!

I may write some blog posts about specific aspects of the game in coming weeks, and those would have code examples in them, but we’ll see. I’ll letcha know if I do publish anything.

Thank you again. <3

Submitted(+1)

What an insane game to submit for a game jam, my mind is blown. 10/10 no notes, I absolutely loved every second of it.

Developer

Aw goodness, thank you very much!

Submitted(+1)

The game is really well made XD

I wish there was a way to disable the player's trailing shadow.

Because it's kinda annoying to see my hitbox when there are so many things around it.

or maybe make it with less noticeable color?

The other thing I like is the attack coordination of the enemies.

They are good to get notice and still hard to dodge around.

But I think circling around still help to pass the levels. Idk if that's the player experience that you intent to get or not from the enemy's behavior or not

Developer(+1)

Thank you for the nice words!

And thank you for the feedback too, it is very valuable! Post-jam there may be a toggle for the trail, or I may change how it works. Currently it is rather bright and can easily obscure the ship for some players. Sorry about that!

It’s also true that firing in a circle with upgraded weapons or running around in a circle - not sure which you meant - are both effective strategies in this game. It’s something I would like to change, to keep the game more interesting, especially at high stages.

The balance is quite poor on some things, but I ran out of time to try to fix them during the jam.

Submitted(+2)

As others have said, the level of polish in this is astounding. Well done!

Developer

Thank you so much!

Submitted(+3)

I'm completely astonished! Like, was this game really made in ten days??? The level of polish is INSANE!!! The sound design and gameplay are really good as well. This truly deserves more recognition. Congratulations!

Submitted(+3)

I'm completely astonished! Like, was this game really made in ten days??? The level of polish is INSANE!!! The sound design and gameplay are really good as well. This truly deserves more recognition. Congratulations!

Developer

Thank you so much for the kind words! In fairness, my 10 days were a lot freer than many people’s this year as I didn’t have any big client work to do during the jam, and I don’t presently have a full time “normal” job. I’m glad we were able to make something you liked!

Submitted(+1)

Wow! Amazing for such a short timespan. I love the feel, especially how the grid flexes when an enemy dies. Compliments to your wife as well, it's so cool that you work together as a team! Great game overall :)

Developer(+1)

Thank you so much! Gamefeel is what I care the most about and have the best sense for, I think, so I’m glad it landed well for you. I struggle at things like balancing numbers or accounting for a wide variance in play styles (which anyone who reached any of the bosses will know. ’^^ lol).

I was happy with how the grid turned out, it almost feels like “lighting” without doing anything expensive - each vertex in the grid is on a simple spring, events in the game apply impulse forces to vertices on the grid, and then the grid edges get colored lighter based on how far they’ve been stretched.

My wife is indeed the best and I will pass your compliments along! Again, thanks. ^_^

Submitted(+1)

It's like Geometry Wars, but with more content, it's so cool!

Developer

Oh gosh, that’s a nice compliment! Thank you. I didn’t actually play Geometry Wars growing up, but looking at when it came out, it seems like we nailed the point in time we were going for. I was playing shmups like Mutant Storm, Space Tripper, Deimos Rising, and Battle-Girl back then, and those, especially Battle-Girl, inspired this game.

Developer

Some of the music was made during the jam, but a greater portion already existed, so I said music was made before the jam. See the game page for details about what assets were made when, and credits where appropriate. <3