SUPER FLUID HYPER FLOW!
SUPER FLUID HYPER FLOW!
Click inside the game to give it focus for inputs. You will have to do this again if you press the fullscreen button in the bottom right corner.
Controls
| Action | Controls |
| Move | Arrow Keys / WASD |
| Hold to Focus Select (In Menus) | Z / Space / J |
| Restart | R |
| Cycle Colors | C / L |
| Pause Menu | ESC / Enter |
Analog controller is supported but buttons may be mapped strangely and some buttons may be unmappable due to how Picotron handles input. You can remap some controller buttons in the main menu.
Tips
Here are a few non-obvious things about how the game works:
- The obstacles speed up slowly over time but you do not.
- Collected orbs respawn immediately as far away from you as possible.
Credits
- Code, Art, Audio, and Design by me, gate.
- Made in Picotron, a fantasy console by zep.
- Uses pancelor's music data library which saved me a lot of tedious work.
- Shout out to Jack Crawford for hosting the avoidance game jam.
- Thanks to Toby Alden (brlka) for genre inspiration, writing cool articles, and making cool games.
| Updated | 2 days ago |
| Published | 3 days ago |
| Status | Released |
| Platforms | HTML5 |
| Rating | Rated 4.9 out of 5 stars (13 total ratings) |
| Author | gate |
| Genre | Action |
| Tags | 2D, Arcade, avoidance, Bullet Hell, picotron, Shoot 'Em Up, treater |
| Average session | A few minutes |
| Languages | English |
| Inputs | Keyboard, Xbox controller |
| Content | No generative AI was used |



Comments
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Just a god's honest avoider, lovely presentation too. Great work.
Very intimate (maybe positively claustrophic?), im really into it.
Love the tiptoe button too, adds a cool ebb and flow of sneaking and sprinting.
Wow, this is so cool. Who knew that you could make something so compelling from just some circles and a little physics. All these little stories somehow emerge from the gameplay. This is poetry.
I can’t decide whether it’s better to focus on the few dots in my vicinity, or to let my eyes glaze over and see the whole flow at once… or maybe both at once… or maybe I shouldn’t even think about it. You’re opening my brain man.
For me personally seeing the flow is more important early and as the game gets faster I have to start caring more and more about what's immediately around me. I can aim for biggest gaps and not care about the particulars at the beginning but at a certain points it's a enough chaos I have to transition into pure survival.
Really nice! The “focus” mode adds so much.
I love the colour palettes, too. There seems to be a little bit of magic going on, beyond just “pick 2 complimentary hues”, and it generates some really lovely ones sometimes!
definitely a good score!
i really like the colors too and it was simpler to get nice results than i thought it would be. basically they're based on an existing palette but then rotated around the color wheel + an smaller additional random hue rotation per color.
Nice game! :D Reminds me of those levels in Osmos where you're in a space full of bubbles, but much more chaotic (as you're trying to dodge everything instead of carefully ejecting mass into other bubbles bigger than you to either scoot over to other areas or start a chain reaction that lets you absorb now smaller bubbles), hahahaaaa
Feels nice to dodge asteroids while trying to collect orbs, and the fact that the objects you're trying to collect affect each other and other objects collision-wise seems like it can make for some interesting moments in gameplay (along with like, everything else near and far that you have to keep track of to predict how you should maneuver through things)! Love the sound design as well, from the chill ambience of space to the satisfying sound effects, and the minimalist visuals look neat too! (The crosshair you get on your player as you focus especially feels pretty fitting and cool, like you're manipulating a high tech telescope/microscope)
oh yeah osmos is a good comparison point in terms of feel/setting. good pull!
i am definitely pretty proud of the base idea here -- the looping space allows it to have no static obstacles but still confine the player in a room with a carefully tuned obstacle density. glad the elements come together so well for you :)