Ludum Dare 32 — April 17th-20th, 2015 — Theme: An Unconventional Weapon

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Give me that!

by Kaijuu - Jam Entry

Use WASD or arrows to move, <J> to attack, <K> to grab

Grab enemy's parts and attack with them. Save good robots to heal. Kill the Infected Dragon

Downloads and Links




Hyoga-3D says ...
Apr 21, 2015 @ 2:32am

the gameplay could be improved, but ohh man, the graphics are \o/

Apr 21, 2015 @ 8:19am

Realy liked the artstyle, and attacking one of the smale ones with one of his own looks awsome.

Docjekyll says ...
Apr 21, 2015 @ 8:19am

Very pretty and nice varied enemy types.

Apr 21, 2015 @ 8:21am

I like the grahpics.

Wayward says ...
Apr 21, 2015 @ 9:13am

Nice idea to grab the enemys to gain their power, but it's a bit confusing on when and how you can make the enemys grabbale. i jsut mashed j and pressed k when something grew red.

dyfer says ...
Apr 21, 2015 @ 9:20am

WOW controls are a bit poor but you definitely created an atmosphere in that game. Designs and environments animations are awesome.

chipcaramel says ...
Apr 21, 2015 @ 12:11pm

Fantastic play. The art seriously deserves a 10 out of 5.

Anikki says ...
Apr 21, 2015 @ 2:06pm

Nice graphics.

rantt says ...
Apr 21, 2015 @ 2:18pm

Cool concept using the enemies as the weapon, really like the art style and music too. Fun game, nicely done :)

TeamCalcium says ...
Apr 21, 2015 @ 2:22pm

Cool Gameplay, nice Graphics!

carrymove says ...
Apr 21, 2015 @ 4:53pm

pretty cool graphics, i like it.
hello from omsk ludum dare!

randoman says ...
Apr 24, 2015 @ 9:59pm

The art of this game is great! Gameplay is nice but could be more polished. Good entry overall

Geckoo1337 says ...
Apr 29, 2015 @ 9:58pm

The aesthetic is really amazing. I liked it, but the controls and mechanics can be improved. Well done ++

Andy Gainey says ...
Apr 30, 2015 @ 9:54pm

Controls were a little too laggy to be comfortable, especially the attack control, but the jump to some extent.

I wasn't able at first to recognize the friendly zombots from the enemies, but eventually got over my button-mashing phase. The vulnerable enemies with the red glow was even harder to recognize, even when I knew to look for it, because it was very similar to the purple, and was often gone due to my button-mashing before I noticed it. Maybe that's just due to my poor gameplay style, but a subtle sound effect might have helped to indicate that something had changed with an enemy's state.

I was definitely happy to get health from the rescued friendlies, though I wish the health would just come straight to me from the left side of the screen. Having to turn back and pick up the health felt like an unnecessary nuisance. And the fact that my health bar was more of a damage bar, filling up as I got closer to infection, was briefly confusing. I suppose it wasn't bad per se, but I'm cautious about going against UI conventions without a very compelling reason.

frogcheese says ...
May 1, 2015 @ 7:24am

Really good idea with some really sweet graphics. The controls and hitboxes could use some improvement. With more polish this could become a really cool game!

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