Flash-blip

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https://codeberg.org/glitchapp/flash-blip

A fork of https://github.com/plinkr/flash-blip

A fast-paced 2D game built with the LÖVE framework. Dodge obstacles, survive as long as you can, and get the highest score.

The game is primarily oriented toward endless mode, where players aim for the highest possible score in an infinite survival challenge. Structured levels are a work-in-progress, with future plans to implement procedural generation for creating diverse, dynamic levels automatically.

Inspired by the work of Kenta Cho

Technical Details

The endless mode initializes with random obstacle generation for replayability, drawing from procedural algorithms in game.lua. The game uses no external assets; all visuals are rendered using simple geometric shapes (e.g., rectangles, circles) via LÖVE's drawing primitives.

Fonts are custom-drawn as pixel-based matrices in font.lua, allowing for lightweight, code-generated typography without bitmap files. Reference text.lua for how text is rendered and positioned in-game.

 

How to Play

Objective

Jump to the next point and dodge the obstacles while jumping, don't let the player's square circle reach the bottom of the screen, collect the powerups and try to achieve the highest score. In Arcade mode, you can try to beat all the levels. For detailed in-game explanations, access the HELP menu.

Powerups

There are 6 in total: 3 active that the player activates on pickup, and 3 passive that provide ongoing benefits.

  • Active Powerups:
    • Star: Grants 10 seconds of invulnerability, allowing safe passage through obstacles.
    • Hourglass: Shrinks and slows the orbiting obstacles around points, slows the player's fall scroll speed, and nearly stops the player below 80% of the screen height, lasting 10 seconds.
    • Phase Shift: Enables a larger ping that teleports the player to the next point upon contact with a ping or the next point, ignoring obstacles, lasting 10 seconds.
  • Passive Powerups:
    • Bolt: Creates a lightning bolt at the bottom of the screen; if the player touches it, they are automatically teleported safely to the next point, preventing loss when reaching the screen bottom, lasting 30 seconds.
    • Score Multiplier: Multiplies the score by 4x while active, lasting 15 seconds.
    • Spawn Rate Boost: Doubles the rate of random powerup generation, lasting 30 seconds.

Powerups are collected via pinging (right-click or C key) or blipping over them.

 

Difficulty Progression

Difficulty ramps up dynamically based on points scored, increasing obstacle rotation speed, density, and scrolling speed (reference scaling logic in game.lua and main.lua).

 

Levels

The win condition is defined in level_definitions.lua and affected by the level's difficulty, requiring a set number of blips (jumps to next points) to complete the level, endless mode has no win condition, the objective is to get high scores.

Development Status

The game is still in active development as a work-in-progress. Currently, it features an endless mode with procedurally generated circles and rotating obstacles, a powerup system offering effects like slowing time and teleportation, scoring mechanics, and intuitive menu systems. There are also 10 levels with progressively increasing difficulty. In the future, we might add a scoreboard to track the top scores.

Changes I made to adapt this game for mobile phones and Sailfish OS:

  • Shaders disabled:
    All shaders have been turned off. While this makes the game look less visually impressive, it results in an incredibly high framerate — a crucial factor for an arcade game like this. Porting the shaders would have required a lot of work and likely reduced performance significantly, so it wasn't worth the trade-off.
  • Mobile-friendly portrait layout
  • New touch controls:
    • Tap to jump
    • Hold or use a second finger to ping and collect nearby power-ups
  • Music changes:
    The original game used procedurally generated music written entirely in Lua using LÖVE's audio APIs (see music.lua), with no audio assets required. For this version, I replaced it with a music track called "Specular City" by Vitalezzz (source: OpenGameArt). I also created three different mixes of the track to add variety — the music changes dynamically as you progress through arcade mode.
  • This is a true "one-finger game", similar to In Your Face or Sienna. You can literally play it with one hand while eating a burger!

If you like the game make sure to say thanks to the original developer and / or donate / buy the game:  https://plinkr.itch.io/flash-blip

  • Enjoy!

     

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AttachmentSizeDate
File flashblip-0.3-1.noarch.rpm22.09 MB16/10/2025 - 22:16
Changelog: 

corrected music load