
LINOVICTUS
WARNING: If you play in Safari, your game will not be able to save! I'm working on a fix for this. Chrome works fine.
NOTE: There is a bug in this version of the game where your preferences won't do anything or be saved until you play a run, get a game over, close the game, and reopen it. My apologies!
Linovictus
After the point came the line. After the line came the tri and the plane. After the tri and the plane came... Resource extracting automata. They are not welcome. Show them your Way of the Line.
In this twin stick arcade shootemup you play the role of Linovictus: An immune response of the second manifold. Autonomous beings from another world are infiltrating your domain to strip mine resources, threatening the stability of every higher dimension.
You must eliminate them.
Fight, die, learn, and grow strong. Gather edges from fallen enemies to upgrade your systems, save up to unlock new ships, and see how far you can get. Try different ships and upgrades to find your zen.
Jam Information
Created for LÖVE Jam 2026 over the course of about a week.
The jam was 10 days long but I didn't decide to participate until day 3, and then I worked [DATA EXPUNGED] hours over [REDACTED] days to do all the programming for the game, leaving a few days to tackle sound design, promo art, and the itch page.
I grew up on games in this genre and always wanted to make one. Now is the time!
There are aspects of the game I'm not satisfied with, but they'll have to wait until the post-jam version! Please leave any feedback, good or bad, in the comments. <3
The Theme
- The jam theme was "COUNTER."
- The idea for the game came from brainstorming around the theme. "Counter" -> poly count -> polygons -> edges -> counting edges. From there, the idea of breaking a polygonal enemy up into edges that could be collected. Then the idea to do a vector art shmup around that.
- Then in development we tried to work the theme in other ways too, like the "story" (calling it a story is a stretch haha). The player character is a counter measure performing a counter attack, etc.
- We thought about calling the game "Counter Attack" but I wanted to give it a real title. I made a list of ~10 or so and landed on "Linovictus" which, if you squint, could mean something like "The Conquered Line," or "Conquered by the Line," etc.
Assets Used
- ART: All art was created during the jam, and is just arrays of line segments with colors.
- CODE: All bespoke source code for the game was written during the jam, in MoonScript.
- I used my LÖVE MoonScript Template to set up the project.
- I used moonshine for some scanlines and glow.
- MUSIC: All of the music for Linovictus was composed by my exceptional wife.
- The main menu song and the boss fight song were created during the jam.
- All the "gameplay" songs already existed. My wife made them in a game called ezmuze+ Hamst3r edition for the XBox 360 when she was 14.
- SOUNDS: Most sounds were pulled from sound libraries in my collection and edited or layered together for the game. I didn't make them from scratch.
- Some source sounds are licensed from Sound Ideas.
- Others were from free GDC sound packs over the years.
- FONTS: The font used for many UI elements is called "Zosilla" and was created by Chequered Ink. You can get it and many other fonts at a great price here.
- The stylized vector font used for titles and the opening sequence was made during the jam. I'm never attempting something like that on a deadline again.
| Updated | 5 days ago |
| Published | 21 days ago |
| Status | Released |
| Platforms | HTML5, Windows, macOS |
| Rating | Rated 4.6 out of 5 stars (17 total ratings) |
| Author | transmutrix |
| Genre | Action |
| Made with | LÖVE |
| Tags | Arcade, LÖVE, lovejam2026, Retro, Roguelike, Roguelite, Twin Stick Shooter, zen |
| Average session | A few minutes |
| Languages | English |
| Inputs | Keyboard, Mouse, Xbox controller, Playstation controller |
| Content | No generative AI was used |
Download
Install instructions
Download an executable for your platform and extract it, or download the .love file and run it with Love 11.5. Please comment with a screenshot of your high score, I'd love to see it! Also please let me know if you encounter any [software] bugs.
Development log
- Version 1.5.0 [JAM] [FINAL]17 days ago
- Version 1.4.0 [JAM]18 days ago
- Version 1.3.1 [JAM]19 days ago
- Version 1.3.0 [JAM]19 days ago
- Version 1.2.0 [JAM]20 days ago
- Version 1.1.0 [JAM]20 days ago





Comments
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please make the purple squares have some kind of indication that they're about to fire like the white trianges, the amount of times I've died because a projectile came from nowhere
wait ur first in the jam
DEAR GOD SO MANY PARTICLES IM GONNA EXPLODE
please add particle merging for stage 2/3+ because its SO BAd
and the screen shake off is not working but actually rlly fun
u can clip through walls if you're laggy or screen shakey enough idk which
dont asky whi it looks like that
On early levels, the game was exciting! I love the soundtrack and that each enemy has its own spawn sound. But at some point it became worse: millions of edges were lying around and dropping fps, green snakes started glitching, soundtrack interrupted right after the start and the songs kept changing. I produced so many bullets that enemies were dying right at spawn. After level 30, it became literally unplayable.
Don't get me wrong, this game is awesome and has a lot of potential. But right now, the lategame is boring and glitchy. You could make the edges merge into larger groups (or add an upgrade for it) to improve performance, and buff the enemies' hp over time to keep the game exciting.
Thanks for the game, good luck in further development!
Had a Risk of Rain tier run with Grenadier it was so fun! Love the music too
Hey friend, your game is really good, it kept me entertained for ages. It kept me entertained so much, in fact, that I'd like to port it to retro handheld consoles. I wouldn't need the source code, just the .love file would be enough, but before I do that, I'd like to know your opinion and if you'd give me permission.
Hey! Actually, if you’re serious about this, please email me or DM me someplace that has DMs, so we can talk in private. I am open to the idea and would be willing to help out a bit, but there are some wrinkles to iron out.
Of course, I'll send you an email in a moment.
Hi,
If you look at my previous comment, further down, i found this works on Android devices, using Gamehub 5.3.5, or GameNative - it runs flawlessly, just follow my settings in the YouTube video.
I'm talking about porting it to Linux arm64 / OpenDingux based devices ; it's already possible to package the game into an .apk file natively using Love2d.
A little TOO fast paced for how limited our view of the play area is. Might want to consider either zooming out so the whole play area is visible or slowing down the game by about 25%.
It's a nice game, but it feels unbalanced. At least on the hard difficulty I was playing at. You rapidly start getting more edges than you can use, and at least with the grenadier (which is the only one I got very far with), it feels like you get stronger faster than the enemies get better so the game just gets really easy. After beating the third boss on level 9 I just quit because I was getting bored.
good, fun, nice
i remember griffpatch (guy who uses scratch) making a tutorial for a game about a space shooter with lemons that i ended up following once.
fun game, slick camera work
Very cool look to this game and great sound.
Wow this is really good, nice work
Aw gosh, thank you leafo!
Very nice !
(the appimage version didn’t work tho)
Thank you for playing! Sorry about the AppImage - I hadn’t done it with a Love2D game before and I guess I totally messed it up! I’ll try to do a fixed AppImage build soon. Thank you for letting me know!
Don’t be sorry :) Building this game in a week is already very impressive !
The geometric atmosphere was really nice.
The mechanics that increase the number of ways are very strong, and stacking them makes things much easier.
Maybe because of the post-processing, the view looked a bit blurry, and that was the only thing that bothered me a little.
But it was fun! (=✧ω✧=)
Thank you for playing! ^.^
Sorry about the eye discomfort.
The light mode and other options should work now if you restart the game after quitting - it is a bug that it doesn’t work until a save file is made.
Thank you so much! I was able to set the graphics to my liking and played it again!
I liked the KYAGB mode the most, with its difficulty that tries to kill you from the very start, and after dozens of runs I finally got to a point where I could play it more consistently.
If I did not increase the number of shots at the first power-up, I could not clear the enemies that became faster than my ship after the timeout, and I kept dying in frustration, but that was fun too meow!
Can now play this awesome game on my Android handheld.
Here is Linovictus (PC) running on Android, using Gamehub 5.3.5, also works on Gamenative flawlessly.
That’s awesome!!! Thank you for playing!
the ranged guys are too op!!!!
Several players have voiced this and I agree. Do you think something like this would fix the problem?
Perhaps increase shields at the beginning to 5 hits before losing.
Instead of 3.
i think just the laser is enough because that crosshair looks a lot like the bullet itself, another feedback i have is that like the early game is very tough if you do not get a shield, but once you get it, even if its level 1, you basically win the game. i know its a jam game tho but you made a really good game, wish i could give it 5 stars but i didnt participate in the jam this time. An idea that crossed my mind while I was playig was that instead of the shield blocking damage maybe it would create a forcefield that slow bullets down or maybe push them outwards or something while its active
Maybe the force-field is an option early, which you can purchase, which as you mentioned slows the fast bullets, giving you a chance to get out the way, but in doing so, you are unable to also purchase extra shields at the same time, one or the other, making it strategic.