How to play:

  • WASD/Arrow keys:          Move
  • Mouse :                               Aim
  • Left mouse button:           Shoot

 Every ten seconds, the totem in the middle of the arena will zap EVERYTHING that is MOVING. Stop moving with the correct timing to avoid the damage.

 Taking damage while having no shield will result into a GAME OVER. You can restore your shield by collecting the blue enemy drops.


 Survive as a mysterious mage in the proximity of an even more mysterious lightning totem.

 A weird and simple little game made for the Ludum Dare #51 compo. 

 Inspirations: Squid Game (a more correct information would be "Red light green light").


I did everything in about 1.5 days. It was quite tiring :)

Fonts used  were created by DamienG and Nimble Beasts Collective. Big thanks!

Palette used was Sweetie-16.

 Here's the source code. Hope it helps!

Software used:

  • Godot Engine v3.5 Stable Official;
  • Audacity v2.4.1;
  • Deflemask v0.12.1, module YM2151;
  • LibreSprite v1.0-dev;
  • LabChirp v1.60;
  • Screen To Gif 2.31;
  • GIMP v2.10.32.
PlatformsWindows, Linux, HTML5
Rated 5.0 out of 5 stars
(1 total ratings)
AuthorEscada Games
Tags2D, Arcade, Godot, Ludum Dare 51, Pixel Art, Singleplayer, Top-Down, Top down shooter
LinksLudum Dare


Download NowName your own price

Click download now to get access to the following files: 16 MB 16 MB 15 MB 15 MB


Log in with to leave a comment.

(2 edits) (+1)

Fun little game! The music and pixelart are lovely and fit together, I am quite jealous.

I love the little timing twist altough I think that since it is movement sensitive I'd allow player to stop immediately when no input is detected.

BTW did you have any problems with performance when drawing that many enemies? I must say that my own project exported to HTML has a few hiccups when there are many Kinematic 2D Bodies.


Hey, thanks! I'm still learning both of those things, so it's great to know I'm getting them right! Also, your suggestion is quite relevant, I should add it as an update I think, to make the gameplay snappier.

 About the performance, in my game I didn't have many issues since the most enemies die every 10 seconds hahaha

 However, in other games I made I noticed that path finding can make the game quite slower... also, VisibilityActivators might help a bit. I think threading could help you!