The bad guys have stolen your trophy. Go take it back! You can carry all the weapons you want, but they are made of metal -- and the bad guys have metal detectors and giant magnets that will make your life harder!
*Please give preference to the native versions, as the HTML5 version is sluggish and suffers from issues with the particle effects. The Mac version was not tested.*
My first participation in any gamedev jam! Buggy and unbalanced, but finishing it made me quite happy!
Tools
Godot 3.0 Beta 1 game engine. Inkscape for graphics. Sfxr for the melee attack sound. The others I recorded and edited with Audacity. Music is played on kazoo and is really awful :-)
Changelog
* Version 1.0.1, Dec 4th. Two bug fixes: * Properly stretch the window when resizing * Fix the portal between two screens near the end of game
Just a bug that I think I should report: restarting the game (at least under Win-64 version) leaves you with no health to die from the first hit. Other than that, I think that the alarm rises too quick and also shouldn't be rising when there's no enemies on the screen.
Concerning the alarm: yeah, perhaps my biggest mistake in the jam was that I didn't leave any time for playtesting and balancing. I only played the game fully in the day after publishing! I had some good reasons to make the alarm increase even without enemies on the screen, but perhaps these reasons became bogus as I had to cut features due to the approaching deadline.
About the AI: sure, they are dumb! The funny thing is that I was so happy the time I had my first gunfight in the game that I immediately deemed the AI good enough and never looked back at it. I guess that some playtesting would have been good here, too.
Thanks y'all for commenting! I am learning some lessons already!
I tried the HTML5 version and found the same bug as @zinkler. Also, I think I ended my first playthrough on the left side of the screen and, when I restarted, I appeared over the water unable to move.
Apart from the reset bug, the game is fun to play.
@artefare I also LOLed the first few times I played after adding the music :-) My main goal with the in-game music was to give some aural feedback about the alarm level (and I was pleased in this regard). Anyway I wasn't expecting any praise for the music. :-)
I loved the audio !!! There is a lot of error messages in the console... maybe it is part of the game to feel fear :-) I missed horizontal scroll and able to see the bullet, but I like the idea and enjoyed the game. Good work !!!
@calighula Showing bullet trajectories is the one additional feature I wanted to have implemented but I didn't have time to. I would still prefer to have spend time playtesting and balancing, but in terms of features not seeing clearly where the bullets are going is bad for the players. Thanks for commenting!
Hey, congrats on your first game jam! You made it! I tested your OSX build and it seems to work fine. The only issue is the control key on the Mac keyboard is really awkward to reach under your left hand. As far as gameplay goes, it's an interesting concept, but I think you're aware it definitely needs visualized bullet trajectories in order to really work. And you're right, the music is really awful (in a good way).
Cool idea! I enjoyed the sound effects a lot, and that game over screen made me chuckle. I encountered quite a few glitches with the enemy AI though, and at one point my health got stuck at 0 and I couldn't die for some reason.
Nice idea on the theme and very ambitious for 48 hours (so it is easy to forgive that it is not very polished). The sound is really not very good but nevertheless scores in humor :-) A sympathetic entry!
@tom-panton@gilborn Thanks for playing and commenting! Next time will try to end up with something more polished, with less glitches and bugs. I am very happy with Metal Fear, but I don't think it a fun game to play in its current state. On the other hand, I had some real fun playing much simpler entries from other jammers.
Minimalist game design is not my thing, that's for sure, but I want to find a better compromise.
The audio was interesting, but I was only able to hear it in my left speaker (I'm not sure if this was a problem on my end or in the game). Thanks for sharing.
@professor I believe this is my fault. I think I did all the recording and editing in mono and was in a hurry (additionally, I didn't even try to fix this using the audio features in my game engine). I'll try to learn more about audio before the next Ludum Dare!
Congrats on finishing! I know that's a good feeling. Fun concept too--it fit the theme well. I think more visual feedback as to what's happening in the game would improve the experience. The audio is great. It blended beautifully with the programmer art :) Sadly I couldn't get past screen 3 or 4 without seeing game over, and a blurry one at that.
Comments24
Other than that, I think that the alarm rises too quick and also shouldn't be rising when there's no enemies on the screen.
About the AI: sure, they are dumb! The funny thing is that I was so happy the time I had my first gunfight in the game that I immediately deemed the AI good enough and never looked back at it. I guess that some playtesting would have been good here, too.
Thanks y'all for commenting! I am learning some lessons already!
Apart from the reset bug, the game is fun to play.
A sympathetic entry!
Minimalist game design is not my thing, that's for sure, but I want to find a better compromise.
of course, it's missing feedback, work on graphics and polishing, but that is a good start and next jam will be better and better.
Also gazoo music is funny (but in the 2 speakers, it will be better) and a good type of simple but effective things to do in a jam...
Gameplay needs some refinement, but that is to be expected in a gama jam.
Keep up the good work.