Event Links: [ MiniLD 50 | Warmup Weekend | Real World Gatherings | Ludum Deals | Wallpaper ]
This is a simple top down shooter with randomly generated maze like dungeons. You must collect treasures to gain score.
WSAD - movement
LMB - gunfire
Source version is little newer it has bug fix. Game wasn't ending when you won. Source can be compiled using Game Maker: Studio Standard or higher.
Downloads and Links
Ratings
#427 | Fun | 3.16 |
#544 | Overall | 3.19 |
#579 | Mood | 2.96 |
#592 | Graphics | 3.12 |
#750 | Audio | 2.38 |
#899 | Innovation | 2.60 |
#909 | Theme | 2.80 |
#972 | Humor | 1.81 |
#1460 | Coolness | 46% |
Comments
Hey, that was a nice spin on the top-down shooter style, here's a quick run down of my thoughts:
The enemies take too long to kill, but there aren't enough of them. I have this fun laser gun, but it takes ages to take a baddie out, on the other hand, there aren't really enough enemies to feel overwhelmed by the odds.
(This is a tip I learnt from the guys at Vlambeer, very obvious in the design of Nuclear Throne)
I like the view, the way everything pans around (instead of rotating the camera), it's tight and claustrophobic, which definitely conveys tension and disorientation.
The mouse control is interesting, it feels like there's a maximum rotate speed, or even that the speed is fixed. It might confuse some players (mouse controls generally mean your movement scales with the mouse movement), but here I felt it gave weight to the character, adding to the tension and claustrophobia.
Overall, could be a fun experience with maybe some weapon pickups, ammo management or more enemies, got a Teleglitch vibe from this.
Pro-tip:
Ludum Dare is an international event, and many of your players (myself included) use non-qwerty keyboard layouts. Here's a great way to support this:
Up: up, w, z
Left: left, a, q
Down: down, s
Right: right, d
Bind the key sets to the actions instead of single-key to action, and you're good to go!
@spotco
"Was that jittery-ness when moving intentional?"
No it wasn't, tried to fix this but can't :(
@Gaeel
Thanks for tips, i always thought WSAD is international, because every fps game using this.
Loved the graphics. It was a bit difficult to read the map, and i would have loved a run button ^^
This is waaay more fun than it looks at the first sight. Also the graphics are just... right...
In my opinion it would have helped for the game's dynamic to increase the density of the enemies, and maybe make them a little bit easier.
And for some reason, I've kind of liked that the ground texture was shaking.
You forgot to provide a link to your source code.It is required for compo entries.
Beautiful concept, I would really love to see this made into a post compo. On a side note, the screen jittering was annoying D:
Fun game. Controls + movement feels very solid, gives me flashbacks to older fps's with twitch aiming and lots of strafing. A multiplayer version would be awesome.
This is a good start to a pretty cool pixel shooter, but the enemies feel a little too powerful at the beginning. I really like how you did the player's weapon fire. I was running around shooting at nothing just because I thought it looked neat. Oooh...multiplayer with this might indeed be fun...
I liked this one, simplistic and fun to play. My only gripe is that the minimap should rotate with the player.
Interesting control with the mouse rotating the camera instead of just have a static rotation and having the character rotate. The camera did seem a little jittery however.
Interesting concept, the jittering camera was a little weird but kind of made things feel more intense. Run button would have been nice. I really would like to second the projectile effects being very nice. Is there a way to heal in this game that I missed?
I found why camera is jittery that because camera position in Game Maker is integer :/ so it will never look smooth on low resolution like here.
Jittery movement made me feel kind of sick but it was a fun game. Were the levels randomly generated always? I'd like to see more weapons. Good stuff.
@roaet yes level is always generated, do you have some issue with generation?
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Nice concept, pretty fun fighting the first few enemies with circle strafing. Would have liked to have seen more mechanics and enemy types. Also, 80+ treasures is too much!
This is the first 2D game that made me motion sick, lol. Was that jittery-ness when moving intentional?