FLOW SHRINK

TRANSIT MANUAL // Year 2420

MAY THE SYNTH BE WITH YOU, SHRINK!

Not that kind of shrink; you deploy Resonance Towers along THE FLOW to fire calibrated SYNTH pulses at drifting subjects. Once a subject's Mass is perfectly shrunk, it is stabilized and encapsulated in a BUBBLE for safe transit.

FLOW SHRINK delivers a mix of IDLE + CLICKER + TOWER DEFENSE + ROGUELIKE, with the main focus on the spectacle of colors, numbers, fireworks and synth chords. However lots of work is being deployed into balancing and adding new combos and interactions and maybe a perma ASCENDANCE system that will turn it into a ROGUELITE.

PROLOGUE: A NEW WORLD

Humanity survived but not before consuming Earth; by mid 22nd century it was all chaos and ash. We learned from the past, flourished and over the next two centuries THE FLOW was created. A resonance engine that compresses matter into neuro-synthetic transit bubble shields that can traverse the spatial gate.

We discovered EARTHTOO, a paradise planet 6 times Earth's size. And with our advanced tech we managed to space jump ~ 200M humans, the Great Exodus of 2349. By now we're 400M and we hold a better understanding of the Universe and our neighbors.

SYNTHARUS

For a couple of decades we've been in touch with a new civilization, Syntharus, sharing knowledge, culture, philosophy and tech across the stars. Their star is dying, been dying for a while. We put in place our advanced Spatial Gates and we're bringing them to EARTHTOO, there's enough space and resources for all of us.

They don't have our body shape but they possess incredible intelligence and empathy. The weirdest thing we discovered about them is they get SHRUNK upon being exposed to SYNTH music. But that comes in handy, since our space travel bubbles are human sized only.

THE FLOW

THE FLOW is the heart of the resonance operation and your primary manual interface. It never sleeps; subjects generate Resonance Data during transit, fueling massive roguelike evolution packs for your arsenal. You can also manually conduct the frequency: clicking the Upstream half knocks units back for more processing time, while Downstream hurries stabilized subjects toward the exit.

⚠️ WARNING: Units that reach the gate unstabilized undergo Transit Collapse and disintegrate. Once bubbled, subjects cannot go back. Any attempt to force them upstream will cause immediate collapse.

RESONANCE TOWERS

BOLT: STACCATO STRIKE

Precision single-note SYNTH bursts. Bolt towers mark subjects for priority resonance targeting. Rapid compression utility.

FROST: STASIS FIELD

Deep ambient cryonic vibes. Frost towers slow subject drift significantly, buying time for compression.

VOLT: GROUND WIRE

High-frequency yellow SYNTH. Volt towers ground resonance energy between subjects, applying Charge for rapid-fire swarm suppression.

BLAST: BASS DROP

Concussive low-frequency SYNTH. Area-of-effect implosions that shake subjects into resonance with massive force.

BEAM: SUSTAINED TONE

Continuous SYNTH beam. Increases pressure over time on a single subject. Catastrophic at high Heat levels.

PULSE: WAVE EMITTER

Oscillating violet SYNTH waves. Induces Desync, a resonance fragmentation that disrupts armor and defenses.

SUPPORT: CONDUCTOR HUB

The orchestral backbone. Support towers amplify and synchronize all nearby towers, boosting their SYNTH output.

BANK & INVEST

Accumulating enough Resonance Data triggers a LEVEL UP event. You must choose between three randomized augmentations to refine your pipeline. If immediate power isn't required, you can BANK your pack instead — this does not consume it. Each banked pack grants passive XP income over time, letting you stockpile upgrades and unleash sequential power spikes when you're ready. You can also REVOLVE the three cards to refresh the selection, though revolves are limited and refresh every few sectors.

RARITY UPGRADE

Not all cards are created equal. As you progress through the sectors, the odds of encountering higher-rarity augmentations gradually increase on their own. But if you want to push your luck further, you can choose to RARITY UPGRADE during any level-up event — spending the pick entirely to permanently shift your drop distribution toward rarer tiers. This stacks across the run. The earlier you invest, the more every future pick benefits from the shift. A long game: short-term sacrifice for exponentially better draws later.

THE WEEK — DIFFICULTY SYSTEM

Difficulty is structured around THE WEEK — seven escalating days from Monday to Sunday. Each day applies its own modifiers on top of all previous days, so Friday includes Tuesday's, Wednesday's, and Thursday's pressure as well. Wave compression also scales linearly: each day above Monday makes every wave "feel" deeper into the run (×1.07 per day).

Unlocking days: only Monday is available at first. Clear wave 200 on any day to permanently unlock the next. Lower days stay available forever — you can replay them anytime. After Sunday is cleared, ENDLESS WEEK opens, continuing wave compression indefinitely with all Sunday modifiers locked in.

What each day adds (new on that day, on top of previous):

Monday — Calibration Baseline. The Foldstream is stable. Wave compression ×1.00.
Tuesday — Early Pressure XP gain reduced 10%. You'll drift behind on card levels by lategame.
Wednesday — Saturation All enemy types unlocked from wave 1. Tanks, healers, stealth — they can appear immediately.
Thursday — Mass Density Boss HP cycle scaling ×1.10 per 5 waves. XP per level +15% (slower leveling).
Friday — Reinforced Shells +1 base armor on all enemies. Armor scaling 0.05 → 0.07 per wave. Armor-pen tools become essential.
Saturday — Collapse Swarm Swarm waves at 2× density. All enemies +12% movement speed. Wide AoE coverage matters.
Sunday — Terminal Instability Stealth invisible by default (only Support reveals). Healers heal +50% faster. Bosses spawn 3-5 adds. +8% extra speed on top of Saturday.
Endless — Beyond the Week Unlocked after first Sunday clear. All Sunday modifiers stay on, plus a new one: no inter-wave break — waves come back-to-back, no breathing room. The wave-compression multiplier also keeps climbing each time you clear another 200 waves. Pure relentless escalation.

There are no permanent stat upgrades between runs. Your only persistent progression is which days you've unlocked — what gets you further is what you learn between runs, not stats farmed from grinding.

TACTICAL KEYBOARD CONTROLS

Conduct resonance, trigger manual compressions, and manage your defensive network with dedicated keyboard shortcuts:

[ SPACEBAR ] Play / Pause the game to adjust your strategy on the fly.
[ TAB ] Toggle pause and open/close the tower building menu.
[ ESCAPE ] Toggle System Settings and Save / Load game options.
[ Q, W, E, R ] & [ Y, U, I, O ] Upstream keys (Top Half of the belt). Slows down and knocks back drifting entities for longer processing. Plays low chords.
[ A, S, D, F ] & [ H, J, K, L ] Downstream keys (Bottom Half of the belt). Speeds up encapsulated bubble shields toward exit for collection. Plays high chords.
[ MOUSE CLICK ] Left-click receptors to build, towers to open actions (upgrade/sell/swap), and directly on the belt for manual frequency clicks.

THANKS FOR PLAYING

Hello everyone! FLOW SHRINK was my entry for Bullet Hell Jam 7, with the theme being Shrinking. Gratz to everyone participating!

I have used AI coding assitant while working on this.

The entire story, game concept, testing and balance, cards and overall synth integration are personal ideas. The organic units are procedurally generated based on defined rules and types. Visually, all projectiles are part of a random music notes generator that adapts to the active shooting patterns and effects, cascading from the initial pulses to the combat text numbers and final fireworks. The sounds are synthesized via the Web Audio API, where each ability plays within 4 chords at different pitches.

Jamayk
StatusReleased
PlatformsHTML5
Rating
Rated 5.0 out of 5 stars
(2 total ratings)
Authorjamayk
GenreStrategy, Puzzle, Simulation
TagsClicker, Idle, Indie, Music, Roguelike, Space, Synthwave, Tower Defense
AI DisclosureAI Assisted, Code, Graphics, Sounds

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