SUPER FLUID HYPER FLOW!

Click inside the game to give it focus for inputs. You will have to do this again if you press the fullscreen button in the bottom right corner.

Controls

ActionControls
MoveArrow Keys / WASD
Hold to Focus
Select (In Menus)
Z / Space / J
Restart
R
Cycle ColorsC / L
Pause MenuESC / Enter

Analog controller is supported but buttons may be mapped strangely and some buttons may be unmappable due to how Picotron handles input. You can remap some controller buttons in the main menu.

Tips

Here are a few non-obvious things about how the game works:

  • The obstacles speed up slowly over time but you do not.
  • Collected orbs respawn immediately as far away from you as possible.

Credits

Published 22 hours ago
StatusReleased
PlatformsHTML5
Rating
Rated 5.0 out of 5 stars
(3 total ratings)
Authorgate
GenreAction
Tags2D, Arcade, avoidance, Bullet Hell, picotron, Shoot 'Em Up, treater
Average sessionA few minutes
LanguagesEnglish
InputsKeyboard, Xbox controller
ContentNo generative AI was used

Comments

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(1 edit) (+1)

Nice game! :D Reminds me of those levels in Osmos where you're in a space full of bubbles, but much more chaotic (as you're trying to dodge everything instead of carefully ejecting mass into other bubbles bigger than you to either scoot over to other areas or start a chain reaction that lets you absorb now smaller bubbles), hahahaaaa


Feels nice to dodge asteroids while trying to collect orbs, and the fact that the objects you're trying to collect affect each other and other objects collision-wise seems like it can make for some interesting moments in gameplay (along with like, everything else near and far that you have to keep track of to predict how you should maneuver through things)! Love the sound design as well, from the chill ambience of space to the satisfying sound effects, and the minimalist visuals look neat too! (The crosshair you get on your player as you focus especially feels pretty fitting and cool, like you're manipulating a high tech telescope/microscope)

oh yeah osmos is a good comparison point in terms of feel/setting. good pull!

i am definitely pretty proud of the base idea here -- the looping space allows it to have no static obstacles but still confine the player in a room with a carefully tuned obstacle density. glad the elements come together so well for you :)