The ball does the work
You move, you dash, and the ball does the killing. Your job is to place it so it cuts through the swarm. All the tension lives in that gap: the weapon bounces on its own and only half listens to you.
One ball, a swarm of pentagons, and a grid that takes every beat. Brick-breaker meets Geometry Wars, with a pinch of Vampire Survivors.
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Every run posts its score online under your Steam name. One score per player: the best one stays.
You move, you dash, and the ball does the killing. Your job is to place it so it cuts through the swarm. All the tension lives in that gap: the weapon bounces on its own and only half listens to you.
Pulses, grid waves, screen transitions: it all quantises to the musical grid. The game does not play a track, it follows one. Only impact is exempt, because a hit-stop that waits for the next beat is no longer a hit-stop.
Every XP tier deals three cards across three rarities. Effects stack until they change what the run even is: glass ball, killing dash, frenzy. Then you die, and the shop keeps what you earned.
All pentagons: the silhouette tells you nothing, only size, tint and face do. You read a threat by its colour, not its shape. The thumbnails below are rendered by the game itself, glow included. Real bodies, real faces, real relative sizes.

Charges straight at you. The bread and butter of the bestiary, and it dies in one hit.

The hit that kills it leaves three shards behind, already heading your way.

Three hit points, shrinking with each one it takes. Slow, but you have to come back for it.

A turret. Five projectiles fanned out every three seconds, warning flicker included.

The fastest and twitchiest of the lot. It expires on its own after six seconds, and gives you neither points nor combo.

The echo. It never attacks: it records where you stood and replays it three seconds later. No face, just a trail.

Two hit points. The first hit it survives kicks it into second gear.

Extra balls, each rolling its own tint at random.

The ball swells. It forgives sloppy positioning.

The world slows, the music goes muffled. Just enough to take back control.

Everything speeds up. More bounces per second, more of everything.
No physics engine: circles, reflections, and one explicit tick order written once by hand. The timestep is capped and the ball substepped, otherwise it would tunnel straight through enemies the moment things get heavy.