Limitris by zubspace
You are a mage who has power over the earth. Through sheer will you can command mountains to rise or the ground to vanish. Use those skills to survive the onslaught of enemies as long as you can. But beware, if you don't keep an eye on your surroundings, things will get tight very quickly. There is a limit to space after all...
A strange mixture of bullet hell, strategy and roguelike.
Here’s a gif for your pleasure:

How to play:
Gamepad is not yet supported. Only Mouse and Keyboard for now. Sorry.
WASD to run around. Left click to places current block pattern. Us it to defeat enemies or to outrun them.
Mouse-Wheel changes the rotation of the current block.
Right clicking toggles between add/delete mode of the block.
Blocks can only be placed, if all tiles beneath are of the same type.
Features:
- Unique gameplay.
- Nice tutorial.
- 3 enemy types.
- 3 difficulty levels.
- Scoring system.
Tech
- Godot 4.1.1 with GD Script
- Affinity Designer
- Krita
- Paint.NET
- SFXR
I use my own Godot Base Code hosted here: https://github.com/ZuBsPaCe/godot-base-code-csharp
Ratings
| Overall | 162th | 3.607⭐ | 30🧑⚖️ |
| Fun | 186th | 3.464⭐ | 30🧑⚖️ |
| Innovation | 54th | 3.964⭐ | 30🧑⚖️ |
| Theme | 88th | 4.054⭐ | 30🧑⚖️ |
| Graphics | 283th | 3.054⭐ | 30🧑⚖️ |
| Audio | 257th | 2.692⭐ | 28🧑⚖️ |
| Humor | 208th | 2.45⭐ | 22🧑⚖️ |
| Mood | 299th | 2.771⭐ | 26🧑⚖️ |
| Given | 22🗳️ | 33🗨️ |
Plus the game is quite polished for such a short period congratulation!

@francisco-lucas Thanks for your message! I'm glad everything worked and Kudos for playing Nightmare mode! :crown:
If this was just a bit more polished, I think it might have been a great hit - great job!
@thomas-volpato Thank you! Oh yeah, different kinds of levels would definitely be fun! But I did not have time enough to experiment...
@minjutin Thanks! Yes the tutorial feels like a game of its own! Glad you enjoyed it. I usually don't make one, but I learned from my mistakes :laughing: Thanks for the finnish lesson! My partner has some finnish books about weaving and stuff and I think it's probably the funniest language you could think of, lol!
@squiggelsquirrel Thank you for the feedback. Yeah I thought about it, maybe it would have been easier to use. But it comes with other problems. Because many times you are able to raise the ground, but not lower it or vice versa, and it's hard to indicated that well. I also added the arrow-indicators very early on, so I just kept using right click for toggling.
@adam-konig Yeah, the main game came a bit short. Had so many ideas, like different level layouts, more enemies and pickups and stuff, but well, I always run out of time... Thanks for playing!
the ghosts is cool.. iam thinking should be 2 different kinds of ghosts, common ones u can kill and then like other ones you cant kill
cool idea for a game
Nevertheless, again, it's an interesting idea, and I did have quite a bit of fun running around and strategizing placements!
The gameplay was truly innovative, and what caught me off guard was the surprising amount of decisions to make during gameplay. The dynamics of filling, removing, and rotating added a layer of depth and made each move a thoughtful choice... that you had to make while under the stress of imminent death. It also fit the theme like a glove, both actions limit the space you are in, but have the ability to cancel each other out.
It's so funny that it's optimal to connect the blocks, just like in tetris, in order to more easily negate them with the opposite ability.
Being a fan of score attack games, I loved the fact that there is a number you can increase. I am a simple man, I see number, I make number go up. :smile:
Oh and here is my result:

Overall this game is a fantastic and innovative spin on Tetris, keeping the essence while making a completely different type of game. Kudos for creating such an engaging and fun experience!
I think I found an exploit, though:

My strategy:

The ghosts move slowly enough that you can just kite them around in the middle :P.