Limit at Infinity by APG
The Abyssal Realms have been sundered into countless spheres. It is your job to rebuild the connections between them, until enough of the Abyssal Threads have been built to draw the spheres together and reconstitute the Realms!
- Use WASD to move
- Space bar to shoot
- Press Shift while on a thread gate to go to a different map (Warning: old maps keep going while you're gone!)
- Build things using the menu on the left
- Angler fish destroy your buildings, kill them with shooting, seekers, or jellyfish
- Build abyssal threads on six different maps to win!
Many constructions can only be built on certain surfaces: when you hover next to a wall, floor, or ceiling, the build list will update and show you what you can build there.
It's VERY IMPORTANT that your first three builds are to create a mussel bed, a glowing algae, and a detritovores. If you don't do that, you won't be able to generate any more resources of all the types you need!
The more constructions you build, the faster the enemies come. I would recommend building the following as a starting point:
- Detritovores on the floor
- Glowing algae on the wall, near the detritovores
- A mussel bed on the wall, near the first two
- Build a coral bed near your other production buildings
- Build a seeker spawn (on the floor) and/or a jellyfish spawn (on the ceiling or floor).
- Build a harvester spawn
Blanketing the ceiling in jellyfish spawns seems to be a pretty good strategy to keep the enemies down. Once you build an Abyssal Thread, enemies stop spawning on that map.
Good luck!
This game uses the YoungSerif font, published under the Open Font License.
| Link | https://github.com/the-alex-g/LD54 |
| Link | https://the-alex-g.github.io/LD54/ |
| Original URL | https://ldjam.com/events/ludum-dare/54/limit-at-infinity |
Ratings
| Overall | 320th | 2.974⭐ | 21🧑⚖️ |
| Fun | 327th | 2.763⭐ | 21🧑⚖️ |
| Innovation | 311th | 2.842⭐ | 21🧑⚖️ |
| Theme | 299th | 3.053⭐ | 21🧑⚖️ |
| Graphics | 288th | 3⭐ | 21🧑⚖️ |
| Audio | 275th | 2.382⭐ | 19🧑⚖️ |
| Humor | 262th | 1.967⭐ | 17🧑⚖️ |
| Mood | 296th | 2.794⭐ | 19🧑⚖️ |
| Given | 12🗳️ | 6🗨️ |
I can't understand, what I need to do for next. I tried three times restart the game, but nothing was happen...
or like an initial build order list or something
I'm sorry that it's not very intuitive. I'll update the game information to try and give a better introduction.
Error
The following features required to run Godot projects on the Web are missing:
Cross Origin Isolation - Check web server configuration (send correct headers)
SharedArrayBuffer - Check web server configuration (send correct headers)
I tried reloading a few times and it's either that or an infinite loading screen.
FYI, I don't get any errors/infinite loading when I try to play the game.
It is a great game, but it definitely needs more work on explaining itself to the player. First I think it needs some better way of showing the player they actually can build something. This could be solved by something like a simple tutorial, or maybe highlighting one of the floor tiles to attract the player there and show them the construction list.
Speaking of the construction list, while it looks nice to have short separate building lists, I think it would work better if all the constructions in the game were visible there at all times, with maybe greying-out the unavailable ones and giving them a tooltip explaining why you can't build them (i.e. "not enough X resource" or "can only build in a corner". Having the buildings be visible gives the player a goal to strive for. For example, if the Abyssal Thread was visible at all times, I could check its requirements and think "alright, so I need these resources to build this, and it's a lot, so I need to build up my resource production first".
The overall aesthetic is great. All the units look nice, and while the buildings are pretty simplistic, they fit the game's theme well. And the theme is reinforced well by the soundtrack, giving the vibe of being somewhere deep underwater in the unknown.
The game fits the jam theme great, while at the same time having a fantastic way of circumventing it - you've got limited space, but you play on several different connected spaces. It's a great idea and it has a lot of potential to be expanded upon.

I don't think the game is complex enough that it needs a front loaded tutorial, just basic info for the player to make informed decisions early on.
Enemies also appear early, do critical damage and unless you optimise your build perfectly basically end your run instantly.
Overall a decent idea but I think execution is unfortunately pretty poor, I would focus on playtesting and user experience for later games.
Great job submitting! It's always hard to finish a game so don't take these criticisms too harshly! Keep it up!