Ludum Dare 31 — December 5th-8th, 2014 — Theme: Entire Game on One Screen

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by Lasty - Compo Entry

My first attempt at a HTML5 game.

It's a wave-based arena style battler.

Slightly unfinished and buggy, but if we had unlimited time...

Was planning more stuff like weapon upgrades, monster projectiles.. but run out of time.

Added a couple of post-compo patches which should still be within the rules/guidelines. You can look at github if you'd like to see the original release.

1: Sound effects don't work in Internet Explorer... #WontFix (use Chrome instead)

Patch 1 Notes:

Fixed Bugs:
* Health kits, etc disappearing on new level.
* Mysterious repeated 7th round replaced with a bonus level. (Don't edit code on no sleep!)
* Going to round 14 now no longer crashes (Wraps back to 1)
* Fix physics bodies deleting twice (rare crash, sometimes exposed by going through all waves)

Fixed Issues:
* Reduced background tile contrast (Thanks to your feedback)
* Added yellow circles around pickups to make them obvious
* Arrow Keys can now be used as alternative to WASD keys
* Updating the instructions and notes

Patch 2 Notes:

Fixed Bugs:
* Fixed the input stealing bug on the HUD Wave intro box.

Minor UI Improvements:
* Uppercasing of weapons and monsters names
* Using unicode multiply sign × instead of the letter x in monster list breakdown
* Making HTML pass validation

Downloads and Links




Mincemeat says ...
Dec 8, 2014 @ 4:57am

Pretty cool game, wish the enemies did different things though. The gun was pretty satisfying.

dekart says ...
Dec 8, 2014 @ 10:46am

The game plays smoothly and I love the audio and art. Contrast of the ground is too high for my eyes so it was hard to find bonuses and recognize some enemies.

misto423 says ...
Dec 9, 2014 @ 1:39am

Not bad. The player moving so quickly made it really difficult to do much though.

madameberry says ...
Dec 9, 2014 @ 1:41am

Suuuuuper slippery controls, and I never got a gun, even though I apparently picked up bullets at one point.

bushmango says ...
Dec 9, 2014 @ 1:48am

very satisfying. please increase the contrast between the backround and foreground though -- i suggest a darker and more plain background for the arena

Zwergesel says ...
Dec 9, 2014 @ 1:49am

The background makes it hard to tell where enemies are. Other than that, solid game, if not a bit easy.

mrexcessive says ...
Dec 9, 2014 @ 8:46am

Hi there. Liked the graphics and retro sounds. The range of gun is bit too short I think, makes for lots of stepping backwards while firing at rats.

sanojian says ...
Dec 9, 2014 @ 3:03pm

There are certainly some faults in the graphics and controls but I did have fun playing it, which is more than I can say about a lot of more polished games.

jpcote says ...
Dec 10, 2014 @ 3:58am

Not bad! Nice shotgun effect

bukt says ...
Dec 12, 2014 @ 5:10am

It's dangerous to go w/o vote. Take this! :)

ZNCatlaw says ...
Dec 12, 2014 @ 5:38am

Ha ha ha, that was neat! I like the snowmen in the late game. It is pretty easy to just kite the enemy, I think you should try experimenting with some AI or enemies with projectiles.

Lasty says ...
Dec 12, 2014 @ 7:26am

Thanks for the feedback and comments! I have made Patch 1 which addresses most of these issues (Background tiles contrast, And some other bug fixes)

It should now be super obvious to see the weapons/pickups, and the monsters.

SneManden says ...
Dec 12, 2014 @ 3:58pm

Really many great things about this game :) Varying enemies (sprites mostly), increasing difficulty and 4 different weapons; the shotgun was really satisfying!

The enemies feel too similar and too easy (the rats are actually the "hardest"). I think putting a (more realistic) limit to the character's movement speed would be great.

Smart to use regular HTML-elements to implement the HUD.

Lasty says ...
Dec 13, 2014 @ 3:14am

Thanks! The pros and cons of using HTML elements for GUI .. 1: no programming, 2: it stole the focus. Fixed that now (Patch2)

As for monster speeds, they were actually calculated by Box2D.. they all get applied the same force. The larger ones had more mass, and therefore went slower. Probably could have used a tweak, but oh well.

For more easter eggs, the graphics art folder is called "ProgrammerArt" :D

sorlok says ...
Dec 13, 2014 @ 4:15am

Lots of fun, but wow that damage can add up fast! Some mercy invincibility would be on my list of requested mechanics. :D Really cool, enjoyable game, and love that it's all HTML5 --great job!

6DownStudios says ...
Dec 13, 2014 @ 4:22am

Quite fun! I love the knockback effects and the movement inertia, makes for some really intense combat.

pvtroswold says ...
Dec 13, 2014 @ 5:48am

I like it. Pretty straight forward game. AI is pretty simple

stray says ...
Dec 13, 2014 @ 7:40am

So much fun.... really nice arcade

liquidmedia says ...
Dec 14, 2014 @ 11:45pm

I think it is a good start, but the player speed was way to high, once I could control them it was very easy to never get hit. I found that even running at them they would not hit the player just bounce off.

TheMeorch says ...
Dec 15, 2014 @ 5:54pm

The character control is enjoyably slippery, and the pushback you get on enemies when using guns is really satisfying. The base level attack is a bit short-ranged for a game with such slippery controls though, since you need to get really close to enemies without accidentally sliding into them. The guns are so satisfying, I would just let the player always have at least the pistol -- it's fun! Nice work!

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