Ludum Dare 31
December 5th-8th, 2014

October Challenge 2014
Ending Soon!

ConstructionPlease excuse the site weirdness. Mike is making and fixing things. Clocks are probably wrong. Colors are place-holder.

What is Ludum Dare?
Rules / Guide

Ludum Dare 18

August 20th-23rd, 2010
Theme: Enemies as Weapons

Back to Results

Sonic Boom - shockedfrog - Competition Entry

Move your ship with the arrow keys or WASD, move the mouse to aim, left click to fire. Your ship's weapons are powered by the sound made by the cyan/magenta/yellow wave enemies. If you keep close to them you'll get stronger shots, if you kill them you'll lose your weapons until they respawn (though on the bright side the music will be slightly less painful until they do). One touch with any enemy (wave or ordinary), and it's game over.

The post-LD version (d6) doubles the bullet speed and fixes one of the enemy graphics. If you're judging the game for the competition, please judge the compo version. :)

View shockedfrog's journal. | View all entries by shockedfrog

Ratings

Coolness100%
#6Innovation4.04
#16Audio3.30
#45Theme3.65
#50Overall3.17
#59Community3.23
#62Fun2.91
#94Graphics2.78
#166Humor1.17

Comments

Supermini_man says ...
Aug 23, 2010 @ 6:01am

Nice game. I like the way the music changes depending how close you're from the power ups.

timgarbos says ...
Aug 23, 2010 @ 6:36am

It's seriously hard, but I like the whole idea of using the enemies sound to power the weapons. I just kept shooting the noisy enemies by mistake and end up without any power :P

The bullets move extremely slowsly (in a nice pattern though) which makes it hard to aim over longer distances cause the enemies moves. If the the bullets were faster it would be easier to aim over distance and not shoot the "good" enemies.

Nice prototype though!

Zillix says ...
Aug 23, 2010 @ 12:44pm

This is a really cool concept, and fits the theme well. I especially liked the bullet patterns. I did find the enemies' sounds to be pretty grating though, perhaps you could find some tunes that mesh better together?

shockedfrog says ...
Aug 23, 2010 @ 1:49pm

Thanks for the comments so far!

I toyed around with the shots quite a bit, didn't quite get the patterns the way I wanted but I'm glad the effort's been noticed. :)

I went into making this game with a bit of a negative attitude and the sound was intentionally meant to be a bit grating, not that I can claim to be enough of a musician/sound guy to make something that isn't! I'm considering developing this further post-compo, though, and if I do I'll try to make (or get someone else to make) something a bit more harmonious.

squidlarkin says ...
Aug 23, 2010 @ 2:41pm

Yeah, the bullet speed is a problem. You shouldn't be able to outrun your own shots and run into whatever you're shooting at. Otherwise it's a pretty solid arena shooter, with a little tweaking this could be pretty great.

Meep says ...
Aug 23, 2010 @ 2:51pm

I really like the idea of this one. =) Was really enjoyable aside from being able to outrun your bullets. =P

Sparky says ...
Aug 23, 2010 @ 4:02pm

This is fun, I like it. The idea's good, and once I got the hang of it it was very enjoyable. It took me a little while to get the hang of using such slow bullets. I settled on spewing bullets around loosely rather than targeting one enemy until it's been destroyed.

I like the Blue-green bullets- are you using a vector field for those? I've been wanting to play with similar effects, it's nice to see that :D.

I seriously think this idea has potential- I'd love to see a really polished version with really slick tuning and a reduced learning curve. I think something like that would do really well on Flash portals...

Cheers!

shockedfrog says ...
Aug 23, 2010 @ 4:40pm

Thank you, I'm amazed at how positive these comments are! While I'm normally one of those people who'll fight to save standalone exes from the trend of making everything Flash, the idea that this would suit Flash did cross my mind. Of course, I don't know the first thing about Flash coding yet, but I guess I should use this as a project to learn Flixel or Flashpunk with.

The bullet speed is an interesting thing to play with, really changes the style of the game. I quite like it as is, with the bullets acting like some sort of space-mine or torpedo, but it works as a more typical shooter with faster bullets too. Maybe I'll offer both as an option, perhaps a choice of different ships each offering a variation on the gameplay.

I'd love to be fancy and say I'm using a vector field but honestly I'm not entirely sure what one is. :) The cyan bullets are simply following a sine wave pattern. The others are technically following wave patterns too (yellow = square wave, magenta = sawtooth) but due to the nature of their shapes they're not quite as clear and don't make such pretty bullet patterns.

Switchbreak says ...
Aug 23, 2010 @ 5:49pm

A good idea but it needs some work. The bullets felt pretty weaksauce at the best of times, and I didn't really notice any difference in power when there were more sound enemies around, unless they were all gone and I was super weak. I would have liked a stronger gun that really blasted away at the enemies and gave me some crowd control powers.

shockedfrog says ...
Aug 23, 2010 @ 6:28pm

Each living sound enemy activates one of your three guns, but when you're flying within 100 pixels of one (or more) of them, you'll hear a somewhat annoying constantly changing pitched sound of their wavetype, the shots of their type will become brighter, and they'll do 5 times the damage, enough to kill a level 1 enemy with one shot. Even at the highest health 3 powered shots will do, though the balance is dreadful and I doubt many people will reach that point - I certainly can't. :)

pdyxs says ...
Aug 24, 2010 @ 2:12am

This is an awesome idea that I really enjoyed. The use of multi-layered sound to denote your weapon strength worked really well to indicate what was happening - well done! The bullets definitely could have been faster (it was a little hard to not die, to be honest, and that would have helped a lot)

Covenant says ...
Aug 24, 2010 @ 5:50am

Could have used a bit more polish, shots were a bit too slow, but the idea is brilliant, congratulations!

Aug 24, 2010 @ 4:01pm

Awsome! Best use of the theme ive seen so far; I had to give you 4 for audio because its such a central part of it.I agree with comments about bullets being too slow, and that with a bit of tweaking this could be a winner post-compo.

Surrealix says ...
Aug 25, 2010 @ 3:10am

Great idea! The gameplay works well, (and the sound wasn't too grating). Out-running your own bullets was definitely the main problem, and the fact the difficulty ramped up so quickly!

Well done.

someone says ...
Aug 29, 2010 @ 8:13am

Excellent concept. Fun game.
The sound did get a bit irritating after a while though.

pekuja says ...
Aug 30, 2010 @ 5:58pm

I like the concept and the layered music. The weapon is kinda weak though even if powered up, and it was hard to avoid hitting the powerup enemies. Might work better with a gamepad with two analogue sticks.

shockedfrog says ...
Aug 30, 2010 @ 8:39pm

Thanks again for the comments! For curiosity value I've put up a post-LD version (d6) which doubles the bullet speed, fixes one of the graphics, maybe other minor changes I forgot. :) I don't think HGE has any gamepad support, but it's something I'll keep in mind whenever I get back to working on my own engine.

My priority for now is getting the Flash version running, but once that's done I'm going to try to sort out the balance a bit and make the enemies more interesting.

eli says ...
Sep 3, 2010 @ 12:36am

Very, very cool concept. I don't know if I've seen this done yet - good, original idea. Controls were extremely frustrating, though.

You must sign in to comment.


[cache: storing page]