
Deck Shooter
This game is from ldjam.com, which is currently unavailable.
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You can try viewing the original page on Web Archive (may not load correctly).
It's a deck-building bullet-hell shooter, what more is there to say?
Links
* HTML5(WebGL): dashingstrike.com/LudumDare/LD41
* Source Code: Jimbly/LD41-deck-shooter
Click to play cards. Between levels you can buy new cards and trash existing ones. If you fail a level, improve your deck and try again!
The only card which (I think) is not obvious is the "Auto-Guard", it's a Reaction card which, if in play, will cancel one incoming bullet if you're about to be hit (and then leave play to your discard pile). Every other card has a pretty immediate and obvious effect, so they should be self-explanatory.
Screenshot:
Post-compo change note: Though I had saving and recording of high scores to my server in before the end of the compo, it took me an extra 30 minutes to actually get the *display* of high scores in-game, so ignore the High Score screen for judging purposes (but do *not* ignore it for compete-against-your-friends purposes ;).
--
Tools Used
* Custom Engine: GLOV.js
* Mtn Dew
* Some tiles in Piskel
* Image postprocessing in Photoshop
* Sound Effects in Bfxr
I constantly felt behind-schedule this Ludum Dare. I think it's because I had to implement the mechanics for *two* basically unrelated games (although I feel they came together pretty well in the end, they're pretty independent - I've got a shooter with keyboard controls disabled and cards which simulate pressing keyboard controls ^_^). It mostly all came together in the end, though I was really lacking on time to polish the art, I only spent about 3 hours on sound and art and all the rest was systems implementation -_-.
I, of course, started with some programmer art of really hastily drawn ships in just a couple colors. When it came time to make the final sprites, and there was only 2 hours left in the competition, I decided I didn't have time to re-make all of them well, so I simply scaled my 32x32 programmer sprites down to 13x13 sprites, and the dithering and blending really made them come alive! Fix a couple stray pixels, and I have my final sprites, I think I only had to re-do one of them, because it just looked like a stupid face when scaled down ^_^. Wish I had spent time on the cards instead of just using my UI system's generic "panel" border though!
Also, if you're read this far, check out my other game on Steam!
Links
* HTML5(WebGL): dashingstrike.com/LudumDare/LD41
* Source Code: Jimbly/LD41-deck-shooter
Click to play cards. Between levels you can buy new cards and trash existing ones. If you fail a level, improve your deck and try again!
The only card which (I think) is not obvious is the "Auto-Guard", it's a Reaction card which, if in play, will cancel one incoming bullet if you're about to be hit (and then leave play to your discard pile). Every other card has a pretty immediate and obvious effect, so they should be self-explanatory.
Screenshot:
Post-compo change note: Though I had saving and recording of high scores to my server in before the end of the compo, it took me an extra 30 minutes to actually get the *display* of high scores in-game, so ignore the High Score screen for judging purposes (but do *not* ignore it for compete-against-your-friends purposes ;).
--
Tools Used
* Custom Engine: GLOV.js
* Mtn Dew
* Some tiles in Piskel
* Image postprocessing in Photoshop
* Sound Effects in Bfxr
I constantly felt behind-schedule this Ludum Dare. I think it's because I had to implement the mechanics for *two* basically unrelated games (although I feel they came together pretty well in the end, they're pretty independent - I've got a shooter with keyboard controls disabled and cards which simulate pressing keyboard controls ^_^). It mostly all came together in the end, though I was really lacking on time to polish the art, I only spent about 3 hours on sound and art and all the rest was systems implementation -_-.
I, of course, started with some programmer art of really hastily drawn ships in just a couple colors. When it came time to make the final sprites, and there was only 2 hours left in the competition, I decided I didn't have time to re-make all of them well, so I simply scaled my 32x32 programmer sprites down to 13x13 sprites, and the dithering and blending really made them come alive! Fix a couple stray pixels, and I have my final sprites, I think I only had to re-do one of them, because it just looked like a stupid face when scaled down ^_^. Wish I had spent time on the cards instead of just using my UI system's generic "panel" border though!
Also, if you're read this far, check out my other game on Steam!