DE/VOID by randomphantom
A minimalist physics-based twin-stick shooter with a greater focus on puzzles. Use mouse controls and keyboard (WASD or direction keys).
In the inflationary universe of DE/VOID, inflate the enemies and reduce the counter to zero to win. But you'll find yourself quickly running out of space.
Each stage brings its unique characteristics and you'll have to understand how each creature works to complete the stage.
Stages completed are blacked out in the main menu, and you can revisit the game anytime to complete the stages in any order. Made a whopping 35 stages although I was really gunning for 42 stages. Can you complete them all?
Made in Unity
Music and sound effects made in LMMS
https://www.youtube.com/watch?v=Y7V2nCTc4MI

| HTML5 (web) | https://randomphantom.itch.io/de-void |
| Windows | https://randomphantom.itch.io/de-void |
| Source code | https://randomphantom.itch.io/de-void |
| macOS | https://randomphantom.itch.io/de-void |
| Linux | https://randomphantom.itch.io/de-void |
| Original URL | https://ldjam.com/events/ludum-dare/42/devoid |
Ratings
| Overall | 8th | 4.176⭐ | 73🧑⚖️ |
| Fun | 29th | 4.029⭐ | 72🧑⚖️ |
| Innovation | 19th | 4.179⭐ | 72🧑⚖️ |
| Theme | 3th | 4.55⭐ | 72🧑⚖️ |
| Graphics | 99th | 3.95⭐ | 72🧑⚖️ |
| Audio | 22th | 3.926⭐ | 70🧑⚖️ |
| Mood | 23th | 3.978⭐ | 69🧑⚖️ |
| Given | 58🗳️ | 66🗨️ |
Nice art style, great audio work and actually really fun. Great work.
This isn't a game issue but I couldn't get past stage 3. I think it's a good idea to record a gameplay video of your game and make a blog post with it, it'll help you promote your art. Overall, good job, hope you make it to the top 100 in the compo at least.
However, my enjoyment of the game was somewhat ruined the the lack of ability to restart. If you trap yourself in a position where you can't win, you can't just click a button or tap a key to restart, you have to kill yourself. And when you die, it's a solid second or two before the level actually restarts. These breaks in the action really add up. If they weren't there, I would have finished the game for sure, but by level 11 I was so frustrated by them that I had to quit :/
Impressive how you have just kept adding more and more mechanics to the basic idea.
Wonderful game!

Really enjoy the game, unique mechanic, fits the theme perfectly, lots of levels to play. I really cant beat many levels, I checked out some of the last levels and they are really really difficult, I think you did a good job with putting enough levels for everyone to try according to their skills. I dont know if you have a button to go back to main menu, I might have missed that so I always have to refresh the browser every time I want to go back. Would love to watch someone playing through all of your levels, do post an update if someone does hehe.
@handle @akusan this was actually inspired by a mobile game (Hundreds), however twin stick controls are going to be a challenge on mobile. Thanks for the encouragement!
@iamsodarncool that's a great suggestion actually - a quick restart button. Looking to add that in the post-jam!
@jegus9 @iwa yes level 3 is where it starts to get really tight fitting and slightly bullet hell-ish. My strat is spreading out shots between the circles and not be boxed in the four corners, while choosing the right targets to shoot and hopefully not get squished!
Also @demn @weine @keyurrana @lndrstrll @smurf @wfmg @agwblack @subsage @shess @beard-or-die @samoatesgames @starven @bennyqbd1 thanks for checking out the game!
Keep up the good work! :smiley:
Overall, one of the best entries I've seen in the gamejam. Amazing job!
@mike-inprinciple I agree that the inconsistency might throw some off although the variety of mechanics (and the trollish nature of some of it) was totally intended. Maybe a little more aesthetics to differentiate the various ball states would help, thanks for the great feedback!
@eduardo-yukio yes level 34 can be quite taxing with so many bouncing rigidbodies, thanks for bearing with it! (its not the best designed level and I was clearly running out of steam at that point)
@prodigalson @matank @sebastian-m @daniel-rincon @stefan-jovanovic @nufflee @wendel-scardua @roidz @chaoclypse thanks for playing and glad that you liked it :smile:
I mean, there's ***no way*** that was pure physics, was it? The whole thing felt like a living thing whose only purpose in life was to kill me...
@radical-dog I agree that the ship speed needs a little tuning, along with the balls - they are a little challenging to dodge at the moment!
@gudval this really needs a mouse (i'd be amazed if you could make it that far with a trackpad!)
@ctrble @shakedimus @cristihkj @wabble @jiri-hysek thanks for checking out the game :D
Seriously though, I never realized that Unity physics can do that.. I was totally convinced that you nudged the collision physics every now and then so that one of the colliding objects got knocked towards the player, since that happened like *all* the time to me :sweat_smile:
Here is a link to your segment from the stream: https://www.twitch.tv/videos/299088812?t=04h23m50s
By the way please feel free to leave us some feedbacks on our game!
@greenandsubmarine thanks for checking out the game!
@rend no match for your fantastic entry though! Thanks for playing :D
@chrissx2 thanks for playing :smiley:
@zinski did play rate your team's stunning entry as well! Yeah the difficulty is a little bumpy at parts. Looking to smooth it out although I wanted levels at multiples of 7 to be more challenging.
@roman-petrov yeah maybe the start of a new genre? :stuck_out_tongue_winking_eye: thanks for playing!
@eduardo-yukio Thanks for remembering my game! Your window slashing game was also really cool!
@atom0520 Thanks for checking out the game :smiley: