Ludum Dare #26compo
Grid Blaster
A fast paced arcade shooter. The objective : Stay on the Grid and Survive.
A minimalistic approach for the objective as well as the design and layout.
* The score is determined by the number of UFOs destroyed MINUS the number of bullets you fire. SO if you fire lots, expect a low score (minimal bullets = better score)
A minimalistic approach for the objective as well as the design and layout.
* The score is determined by the number of UFOs destroyed MINUS the number of bullets you fire. SO if you fire lots, expect a low score (minimal bullets = better score)








Comments40
Nice idea with the movement, and the fact that destroyed enemies affect where you can move!
Would be nice if you happened to animate the grid lines.
Tougher than I thought it would be and not for the reasons I thought it would be. I thought as the game progressed, more and more of the grid would be destroyed, making it harder and harder to stay on the grid - kinda like playing a game of Snake.
Instead, it was usually the enemy bullets that killed me. I just felt like I didn't have enough time or vision ahead of me to really react to the bullets effectively.
Honestly, I think it would have been more interesting if the grid holes were the most important/difficult obstacle rather than the bullets. Bullets have been done in a million games, but the grid holes thing is unique.
Great game overall though!
It'd be cool to see if you develop this further outside the competition - as it's a very unique game. A persistant hud/score would be cool - I only saw my score after I'd died. Some finesse like subtle camera movement and some minimal low-poly explosions for the ships would be cool to see also. :)
I also really like those big chunky potatoes.
Regarding the score, it is based on minimalism, for each bullet you fire the score is reduced by 2 =]
I think it would've been good if the waves were announced more clearly, to increase the sense of accomplishment.
I felt like there was a pretty big difficulty increase in Wave 3. It went from feeling overly easy for a long time to killing me 4 times in a short span. Could probably use some tightening up there.
It took a long time to load, I imagine because of the super long ambient sound loop in the game.
I really like the grid idea, and how destroying the enemies made a hole in the grid. A lot of potential there!
I feel that the game would be a lot stronger if the entire grid would fit on the screen at once. Most of the time I died because I didn't have enough time to react once I saw an enemy.
Really cool entry!