Decube
"Decube" is a simple shooter ("shmup") where player fights in one room with one enemy. It's like a game with one boss fight. You need to defeat the boss by shooting his weak points (red dots).
If I had more time, I would lower the difficulty a bit and add more varied bullet patterns. I hope you'll enjoy the game.
It's my first LD entry. Finally :)
Controls:
arrows, WSAD - movement
Left Ctrl - shoot
Changelog:
--- ver 1.0.1, 16.12.2016 ---
Added working builds for Windows, Linux, Mac. Fixed only lighting setting which was causing problems on older graphics cards.
--- ver 1.0.2, 18.12.2016 ---
Changed controls: removed WSAD keys, changed Left Ctrl to Z
If I had more time, I would lower the difficulty a bit and add more varied bullet patterns. I hope you'll enjoy the game.
It's my first LD entry. Finally :)
Controls:
arrows, WSAD - movement
Left Ctrl - shoot
Changelog:
--- ver 1.0.1, 16.12.2016 ---
Added working builds for Windows, Linux, Mac. Fixed only lighting setting which was causing problems on older graphics cards.
--- ver 1.0.2, 18.12.2016 ---
Changed controls: removed WSAD keys, changed Left Ctrl to Z
Comments38
I like the style and animations a lot.
I think that the biggest problem is the "killer walls". Normally, in this kind of shoot 'em up the walls are only limits, no insta-death. It can be very confusing.
Also, improve a little the lighting, it will make the style look even better.
sorry :P
@Nexus64: to be honest when I play any shmup I expect that walls will kill me instantly. I didn't think it could be any other way, but I'll consider it, thanks :). About the lightning: I think that "Windows" version has some bug with lighting, it looks different than on the screenshots. Maybe you saw the bug too.
Thank you both for your comments. I'll check your games too :).
I wonder what if the player could influence how the cube rotates?
Dieing from touching a wall or ceiling might be a bit harsh.
Really like the weakspots on the cube concept.
I thought about player influencing cube too. Actually cube rotation is directly affected by player's actions but it's not communicated in any way to the player. I'm gonna play with the concept after the compo probably.
@stupidmindlessf
@Notester
Looking at the comments I realize that the game is too difficult. It would help if someone other than me would play test it before submitting. To be honest I was working on the difficulty during final hour of the compo. It's something to improve on in the next LD.
A terrific first entry. Can't wait until next time.
I changed controls. Haven't thought about ctrl+w combination. Thanks.
@mooncalf
Ah, death walls. I really would like to change them, but I think it would be against the rules. Or wouldn't it?
Thank you both for your opininons.
However, I like visual style of this game.
I'm sorry if you felt intimidated, but that's the cube boss' job :). I destroyed him a couple of times, maybe that will make you feel better.
@antishow
It seems a little too difficult for me too (although the game is finishable). I'd lower the difficulty if I could.
Only thing i would change is instantly dying to a shot. Was a bit frustrating after a while.
I see that it can be frustrating. I'll experiment some more with difficulty in post-jam version.
@ionprodan
Thanks. I am happy with the result.
Otherwise, nice aesthetic and cool death animation :)
I see how it could get boring :). I really wanted to add more firing patterns. I just didn't make it in time (poor time management, lesson learnt for next LD). With other firing patterns, which I tested, it was much more difficult, so I left my initial patterns. That's why there's not much variety in attacks.
Cube animation is simple and looks very good.
Didn't like weird bleeding effect and projectiles, though :)
I don't like bullet hell either. I should've worked on bullet patterns earlier instead of testing them in last hour. Only one side of the cube has really hard firing pattern but it can be destroyed earlier by accident, and I guess most people didn't even see the hardest side of the cube :).
@Captain Awesome
Yes, it's not that hard. If I'll ever work on post-jam version, I'll try some ideas which would spice up the game, and practically block possibility of "stay-in-place" technique, heh.
I'll try adding some kind of hp to the player ship in post jam version.
@ema1ih
I am happy with how the animations ended up, too.
@Cole and Jordan Studios, @mirta000
I'll experiment with the difficulty in post jam version.
The death walls are making it even harder, but generally the idea is funny. I had my few minutes of fun and that counts.
Audio-visually it is really matching, I like it.
But the enemy design was pretty clever, the random (I assume) rotations seemed quite intentional at times. The graphics are pretty simple, but they work well enough (although the blood seems a bit too … thin? I would either go for a more blobby look, or no blood at all). And the sounds were okay.
Well done!