Cyber Shapes by mhorth
Intro
Look out! Some nasty shapes are out to get you. Cyber Shapes is an endless twin-stick shooter where you will clash with a (relatively) wide range of enemy types. Your only hope for survival is by harvesting their power.
Helpful hints
- The game is playable with mouse & keyboard, as well as a controller. However, it is an aim based game and there was no time to add aim assist or lock on for controller.
- Use your harvest ability to finish off enemies that are at low health.
- If they leave a core on the ground, let it grow for a while before you pick it up, you'll get much greater benefit from it!
Showcase


Extra notes
- This was by far my largest scope I've undertaken in my Ludum Dare career. I normally have all my gameplay done about halfway through the jam, and use the rest of the time for polish. This game had new enemy types coming in just hours before submission. So I apologize in advance if my polish, bug squashing, and difficulty tuning aren't up to par.
- As per usual for me, I'm opting out of audio ratings since I used third-party music. If you'd like to critique my audio work, please let me know in the comments!
Devlog
https://youtu.be/CoHJnH5_OnY
| Link | https://mhorth.itch.io/cyber-shapes |
| Link | https://mhorth.itch.io/cyber-shapes |
| Original URL | https://ldjam.com/events/ludum-dare/52/cyber-shapes |
Ratings
| Overall | 134th | 3.914⭐ | 31🧑⚖️ |
| Fun | 59th | 4.034⭐ | 31🧑⚖️ |
| Innovation | 374th | 3.345⭐ | 31🧑⚖️ |
| Theme | 613th | 3.328⭐ | 31🧑⚖️ |
| Graphics | 152th | 4.19⭐ | 31🧑⚖️ |
| Mood | 161th | 3.862⭐ | 31🧑⚖️ |
| Given | 49🗳️ | 40🗨️ |
Great graphics and visual effects. I really enjoyed the camera movement with the play space. Something about it felt really engaging and well done.
Awesome design, awesome visuals, awesome audio. Great work!
Fun interpretation of the theme! Maxed-out pulse powerups are pretty OP — I got this far and only had to stop because my hand started Hurting. (Having shoot and harvest on different triggers would go a long way to help that, I think.)
My only feedback would be to incorporate your tutorial within the gameplay itself. I skimmed over it and didn't realize the harvest ability was a thing until reading the comments and Ludum page description again. It's a very nitpicky thing, and I'm sure you had it planned, but I couldn't think of anything else. Very fun game, very polished, solid 10/10.
There are few games where you think "why haven't other games done this?" where you have a simple concept that's really effective. I honestly can't think of another game that does the power-up-powerup mechanic, yet it works so well. The closest I can think of might be something like Smash TV where you leave powerups around for when you might need them, but in those sorts of games the powerups disappear over time.
Here it creates this nice, opt-in difficulty where you're creating your OWN obstacles of sorts. Big ramifications.
Funny story about Geometry Wars, but that game led to the very first game I ever made. I made it because I HATED how long GeoWars1 took to spin up - the first 10 minutes were super boring, so I tried to fix that problem.
But your game scales due to this opt-in difficulty. Instead of being a boring first 10 minutes, I was already trying to figure out how to get close to enemies to execute them, and generating a maze of powerups for me to avoid. So only after a few rounds I'd be pushing my limits in terms of the difficulty I was looking for. Really inspiring design, I'll have to think about what other genres you could apply that to as there is a lot more potential here.
The enemies were varied enough to give the classic twinstick feel of analyzing the screen and figuring out a strategy on the fly. If it weren't for the shield, I think I would've been done for. In late game, I personally think the most satisfying sequence was harvesting an HP regen and then snagging a full powerup once you're about to die.
Harvesting at the last second reminded me of pokemon, and there was surprising risk/reward to it. To get a regen one you would have to be very careful with your shots, while the shields were a lot easier to obtain.
Another impressive entry from you. The novelty of discovering new enemies and powerups carried the early game, and the depth of mastery carried the end game. Main reason I quit was cuz I felt like I could go forever haha

The one frustration I had was that I frequently killed enemies when I wanted to leave them low so I could harvest them. I thought that maybe the killing blow to an enemy could instead leave it at 1hp, and the next shot would kill it. But that would maybe slow down the gameplay too much. Anyway, it's probably just a skill issue :sweat_smile: .
Great work, this is super fun !
You're certainly not alone with the frustration of killing enemies that you wanted to harvest. It was the last thing on my "unsolved issues" list when I submitted, that when you get really strong, and are killing enemies faster, it becomes near impossible to harvest them. I could say that this was designed, and that I wanted players to feel that as another choice to make, but I'd be lying. The truth is I just couldn't figure out a good way to solve it.
Regardless, glad you had a good time!
That's about it as far as criticisms go. Anything negative I have to say could easily be fixed with more time.
The awesome thing about this game is how cohesive it feels. Everything feels like it belongs which is a super amazing thing to accomplish. All the upgrades were (mostly) useful and each served a purpose in surviving longer. The entire concept of waiting for upgrades is an amazingly smart way to create play control. Everything I did felt very fair and I never felt like the game was punishing me for my own actions.
As always, the visuals look superb. You're really starting to figure out this style that you have, and it's super neat. It works very well with the synthwave vibe your game is going for.
Suggestions: (If you want to refine this in the future)
I think some of the upgrades were underwhelming. This could have been in the way they were visually/audibly presented, but I feel like they could have done more at points. The ones I'm talking about are the regeneration and hitscan (Regen could give you a glowing green ring around you or something idk). Mostly though, I just felt like there could have been a huge variety of upgrades (possibly some that even harm each other to pick?). I perfectly understand that this wouldn't have been feasible given the amount of time you had, but the possibilities are pretty limitless when it comes to upgrades.
If you continued to work on this, a more unique visual style would be good to separate yourself from geometry wars. Inspiration is great, but if it was its own thing I would want something more defined as its own.
I could probably say more but I can't think of anything off the top of my head as I haven't played for a few days haha...
Overall really fantastic job. Out of all your game jam games, this one is by far the most fun. Aesthetically, some of the others do a better job, but you really hit this one out of the ball park! Can't wait to participate alongside you in the next jam!
I want to see more enemies from the start, because its a little boring and easy for replay, but anyway great work!
Thanks for game =)
## My score
- Score 3651
- 165 kills
- Harvested 48 enemies
- Reached wave 11
- Rank 7 out of 22
## Feedback
### Game
Impressive UI and presentation for a jam game!
You even added a leaderboard!
Mechanics are fun!
Having an unique upgrade for every enemy type was a great idea! (I would've appreciated a damage upgrade of some kind, though, by the end of wave 9 I felt a bit underpowered compared to the large amount of health of "Shield" enemies...)
Music is a bit repetitive and not too much fitting to the game's mood, in my opinion... Maybe something more fast-paced would be better?
The camera rotation effect felt a bit weird and almost gave me motion sickness...
I understood what you were trying to do and I think that it is a good idea, but something is off in the implementation, and I'm not sure of what.
### Distribution
Thanks for **providing a native Linux build**!
I appreciated it!
Also graphically, this is VERY strong. Such a beautiful and clean UI, wow!
Also I love how you build your game around that stock video (Or don't tell me you ALSO did that yourself within the 72 hours?! 0:) looks really cohesive and pretty!
The whole minimalistic, smooth glowy scifi aesthetic is pretty flawless basically.
Ok, confession time: I'm your classical dumb user, sadly. Although I enjoyed it, I didn't get the harvesting mechanic at all, I don't think I saw any cores :( or maybe I'm just too bad and have to get better ^^
I also really loved how the spaceship behaved and also with the slight delay, I think you really hit a sweet spot there, too much of it would have been annoying.
I seriously think you could put this on steam for a few bucks, but definitely make either the harvest mechanic easier to understand ooooor the game starts out easier and drops orbs earlier ;D
Thanks for the cool entry :)
Don't feel bad, you're not the only one who has struggled with the harvest mechanic, which means that I certainly failed to make it clear. I have further work to do to make it easy to understand, but the gist of it right now is when an enemy gets low on health, you'll see two blue triangles appear around them when they can be harvested. And only the stronger tier enemies would leave power ups on the ground when you harvest them.

If you wanted, check out the 2nd gif in my showcase. Hopefully you'll see that an entirely new game opens up when you start harvesting the enemy powers. You can steal a shield from them, health regen, movement speed, etc.
For me, one of the bests games on LD52.
Congrats, I really enjoyed it!