Ludum Dare 37 — December 9th-11th, 2016 — Theme: One Room

Well, Mike ran in to problems getting ldjam.com working properly with about 12 hours left in the Compo, so this is the backup plan.

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Spaceman Spim

by Avon - Jam Entry

Spaceman Spim is the last survivor on a spaceship attacked by evil robots. In the last room not yet breached by the robots he has to make his last stand with the guidance of the ships AI.

Controls:

WASD - Move character
Mouse - Aim character
Left Mouse Button - Shoot

I've added a postjam version with easier difficulty for those who want an easier challenge, enemy health, spawn rates and your guns fire rate has been adjusted, everything else is identical.

The game can be difficult, here are some hints if you are struggeling:

-Shooting attracts the enemies, avoiding them might be easier.
-Remember that you can go back to the healing pad to heal up any time.
-Finding the 2nd gun can be hard, there is a puzzle to solve it. Notice that some surfaces reflect your bullets.
-Filling your energy level for the first time triggers more difficult enemies
spawning, so you might wanna find the 2nd gun before that.


Music:

"Lightless Dawn" Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0 License
http://creativecommons.org/licenses/by/3.0/

Downloads and Links


Ratings

Coolness55%
#395Theme(Jam)3.67
#498Mood(Jam)3.19
#548Graphics(Jam)3.26
#627Overall(Jam)3.08
#706Innovation(Jam)2.58
#723Fun(Jam)2.67

Comments

Almax27 says ...
Dec 13, 2016 @ 1:45pm

Very atmospheric, good choice of music, lack of character animations is a shame though

skorpyo says ...
Dec 13, 2016 @ 1:52pm

interesting game, but i really don't know what to do, after i tooket gun. I only need to kill enemies?

Bejk says ...
Dec 13, 2016 @ 1:54pm

I Agree with Almax27 also, I would suggest lowering the hp of the enemies a tad

Avon says ...
Dec 13, 2016 @ 2:24pm

@skorpyo

After you take the gun the next step is to pick up enough power cells to get your shield. You also get a hint that there is a better gun somewhere from the AI when you pick up the first power cell. Finding the 2nd gun and picking up enough power cells would trigger the final phase where you have to survive 2 minutes to win.

Dec 13, 2016 @ 5:07pm

Graphics are neat. Collisions could be better. I thought it was a bit too easy but the enemies took too long to die.

sudojess says ...
Dec 14, 2016 @ 10:23am

Gets hard quickly, but fun mechanic! The shielded enemies are really difficult

Megalink says ...
Dec 14, 2016 @ 12:51pm

Great atmospheric music, but the gameplay was quite poor. Aiming your character was quite difficult and... 'floaty'? (i'm not sure how to describe it) and shooting didn't feel very satisfying. Good job, anyways. :)

Dev Dennis says ...
Dec 14, 2016 @ 10:04pm

Nice music !

giordanno92 says ...
Dec 15, 2016 @ 12:49am

It's a pretty straightforward idea done well. At first I didn't read the instructions here on the site, so I went shooting and slowly killing enemies with my weak gun. The progression is interesting, but we could've just dropped the gun puzzle part since the game didn't make it explicitly necessary to finish it. The idea of limited vision for the enemies is really interesting and you even made it different for different types of enemies, but the bullet range is pretty small which makes it easy to miss a ton of shots, so a weaker gun with bigger bullets and a faster gun with smaller (but bigger than the current ones) would be better. A boss battle while the AI is reparing would add some extra challenge. And I have no idea how I managed to grab the second gun, I know I had to play three times and on the third one I shot something and it exploded. Anyway, good work on this entry, man!

Avon says ...
Dec 15, 2016 @ 2:13am

@giordanno92 Thanks!

I wish I'd been able to give more hints about the gun puzzle, seems most people didnt get it. You are ment to shoot the bomb by reflecting the bullet off two pillars, but you can get lucky by shooting straight at it.

A boss fight would have been cool, those shielded enemies can be tough to kill, I wish I had made the final challenge to win killing one of those. Unfortunately I spent too long on the core mechanics of the AI behaviour I didnt have time to make the gameplay take full advantage of it.

I initially wanted the shooting to be a bit more difficult than the average top down shooter, but in retrospect I think more accurate shooting would give a more enjoyable playing experience.

I'm also a little dissapointed no one seems to have gotten the reference of the game title :P
http://calvinandhobbes.wikia.com/wiki/Spaceman_Spiff

Dec 15, 2016 @ 8:41pm

I really like the oppressive mood. Nice job with the self balancing systems of sound attracting enemies and gaining the ship parts through killing them
In the latest version it seems to be the best strategy to just stand in the healing cabin and shoot all enemies from there, because you heal faster than you take damage.
Would be awesome if you'd finished this.

eddynardo says ...
Dec 16, 2016 @ 6:40pm

THIS...this game has mood written on it's forehead.. great work mate, the only think I would add is some particles under the players feet. good job :)

Berbecarul says ...
Dec 17, 2016 @ 8:55pm

Interesting game. You might want to use 0 friction colliders to avoid your character stick to the walls

Afendar says ...
Dec 28, 2016 @ 12:21pm

Nice game I like it. The music is great with atmosphere.

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