You have been trapped in the rebel base to die. How long can you survive?
While trying to escape the rebel base, you fell into one of their traps. You are now stuck in an ever shrinking rooms with rebel bots (or are the bots stuck in the room with you?). Survive for as long as you can hoping for someone to hear your screams.
Fight and survive an endless horde of rebel bots in an ever shrinking room. Dash your way through enemy bullets to dodge them. Defeating the bots will keep the walls in their place and will grant you more time to live, stronger the enemy, more time you get to live. Watch out for power drops which can grant you a shield or can slow down time.
- Fixed an issue when the ship won't move in main menu after returning from the game - Added missing pause instruction in main menu - Remove the annoying loud sound at the start of the game - Minor performance improvements
Post Jam Version Changes
- Added an option to change movement scheme in settings menu/pause menu. Also, movement defaults to the traditional twin-stick shooter movement. - Shoot using both LMB and RMB. - Now you can choose to either click to shoot or hold to shoot from settings menu/pause menu. - Reduced default music and sfx volumes and added volume sliders for both in settings menu.
The biggest detractor for this game, I think, is the decision to make the movement relative to the player's facing direction rather than the world axes. In a game that is essentially a twin stick shooter, the norm is to have wasd move the player in the directions those buttons point at, and there isn't anything gained in changing from that for this game.
Aside from that, the game itself is pretty good. I like the concept, and the art, music, and sound design are all crisp and clean.
Really fun game overall. Everything flows well and seems well-designed. Felt nice getting a better time, which is always good. My one complaint would be the controls. It felt a little awkward not to have traditional twin-stick controls (movement and firing completely separate), but still having to move with keyboard and facing with mouse. Once I got used to it, it wasn't a big deal, but it was awkward at first.
Controlling the player was very confusing. It was probably a way to increase the difficulty but for a jam game, players don't always have time to get used to a weird or difficult game (that was also my mistake). Anyway the game was still fun, the arcade feel was there and forced me to give it multiple tries. Good job!
@guin36@jofiredragon@aflatthrasher@qkerguelen Thanks for the feedback :). I was thinking about adding a little more challenge to the game by doing something different with the controls. I'm probably going to continue working on this game for a bit after the jam is completely over, will keep these points in mind.
Fun little game. The controls were a bit too tight for my liking, take @guin36 advice. I had some minor lag during high intensity moments (I recommend you look into object pooling if you haven't already). The music was subtle and added some nice atmosphere though the sound effects were a bit too ear grating for me. With some screenshake and more satisfying sound effects this could be a really fun game.
I have to agree with what it seems like everyone else has already said. The intuitiveness of the controls can make or break a game so making them a little more familiar is probably a good idea. besides that, the particle effects look nice and the game is still really fun and challenging.
Fun game. I like the sound effects, but I think there should be a option to decrease the volume. I also like the controls, they are a bit confusing/different at first, but I think they add a lot to the challenging character of the game.
At first the controls was confusing, but after a while I sort of got used to it. At my second try I got 900 points, only because I had to go dinner, so it's a really fun game. Maybe you can add other type of enemies because it got a bit repetitive.
At first time the controls were confusing, but the idea to test your controls in main menu is quite good idea
Also the realization of health indicatior is confusing too. It rotates with unit and just changing the color, that it's hard to understand how many health player and enemies have
I really like the movement, it feels fresh. With regular movement this game would be super boring, but this way, experimenting with the movement was enough to make it interesting. Like holding a and strafing around center while dashing and shooting everybody. The rest is also nice, the time slow down feels a bit weird. Maybe add some blurr to sell the effect beeter.
Nice job! I would have preferred if the movement was tied to the x and y co-ordinate of the player, and not determined by the direction they are facing. I thought it was really clever how the ship was at the title screen of the game, and you could learn the controls there without being put under danger. Particle effects looked great and the music was effective. Good work! :)
@yayapipi@bizbud@n-feofentov@megalink Thank you for your feedback :). An option to switch the control scheme is the first thing I'm going to add in the post-jam version.
I agree with that the movement is weird. But the graphics are nice (specially the particles)! I found this game really hard at the start but after that it's really fun!
That was fun but hard. It was impossible to control the ship at first. but I got better at it over time. The music was a bit loud causing me to totally mute the game. Also, the SFX was a bit repetitive.
Even though it's sometimes hard I prefer the tank controls to the alternative in a space shooter where space ship faces towards the mouse (this is the 3rd one I player this LD), this way it's way more intuitive and cool. Also music was fitting and game was really fun.
My finger is dead after I managed to survive for 150 seconds. For next time, please have hold to fire to have mercy on my mouse and finger :P
Good take on the theme with solid gameplay. A bit unusual movements with the ship orbiting the mouse when strafing, took some time to get used to. The graphics and music is also nice. The health meter was also a bit unusual with slowly going red instead of the more traditionally decreasing. Didn't notice that I was almost dead until to late :smile:
@pnghasemi Thanks for you feedback :). I've reduced the music volume in the post-jam version and added volume sliders for music and sfx.
@sh1rogane Sorry about your finger :). I've already added a post-jam version where you can choose between click and hold to fire. The decreasing health meter seemed a little weird when I was implementing it. Will try to come up with a better health indication in some future version.
I picked this up and instantly understood why the post-jam version changed the control scheme. I really like the idea here, but I had so much trouble adapting that the room size never even became an issue - I would always die beforehand. The controls really forced me the think about every movement I made, and while this certainly made the game more interesting, I don't think it made it more fun. The health indicators made sense once I realized how they worked, but they'd be more intuitive if the bars shrank as well as changed color. Good work!
Hey ! Your game is a quite simple take on the theme, really liked to play it. I tried both jam and post jam version, because the controls in the jam version were really hard for me to work with, thus I digged more your postjam version !
Made two playthroughs and survived for something along 1:30 each time ! The game feels good but I think some things were missing, maybe I didn't have luck or didn't play long enough :
- I feel like you should be able to also get power-up / damages up as a random drop from enemies. Maybe you get them later, but I didn't get one on my two playthroughs - sound effects are a bit too loud, it just covers up the whole game - At some point, the enemies mostly spawn on the right of the screen, so it gets a bit redundant ; maybe you could add some other spawnpoints in the game to make the player feels a little bit more unsafe and add a layer of gameplay other than shooting and dodging (and since we have a dash, let's use it come on). - Maybe it gets a little more harder once you survived a certain amount of time, but I didn't feel like I lacked space; I just really get shot in the face cause I couldn't dodge the lasers :D I liked your idea of using the theme but I don't feel the lack of space as a real threat here; I'm really more scared about the spaceships ! - If you can create one of two more enemies with different move patterns, this would be perfect :)
I think that's all feedback I can think about your game; the gameplay is tight and the graphics are nice. You made a pretty good job doing this game !!
Nice game, I hope to see more updates and improvments sooner. If you don't bother take a look at our game when we focused on Graphics and visuals and see the results that we got: https://ldjam.com/events/ludum-dare/42/spacelab-42
Great game! I definitely overlooked a few things at first, but it was fun! Thanks for sharing your game with my stream awhile back. Your game was played around 1:39 into this vod: https://www.twitch.tv/videos/299401837
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Aside from that, the game itself is pretty good. I like the concept, and the art, music, and sound design are all crisp and clean.
Anyway the game was still fun, the arcade feel was there and forced me to give it multiple tries. Good job!
minor lag during high intensity moments (I recommend you look into object pooling if you haven't already). The music was subtle and added some nice atmosphere though the sound effects were a bit too ear grating for me. With some screenshake and more satisfying sound effects this could be a really fun game.
Strange control scheme. It might work if you also rotate the camera with the mouse.
Nice instant action feel to it!
At first time the controls were confusing, but the idea to test your controls in main menu is quite good idea
Also the realization of health indicatior is confusing too. It rotates with unit and just changing the color, that it's hard to understand how many health player and enemies have
@yaro I'm glad you're enjoying the game :)
Love it~~~
The music was a bit loud causing me to totally mute the game. Also, the SFX was a bit repetitive.
Good take on the theme with solid gameplay. A bit unusual movements with the ship orbiting the mouse when strafing, took some time to get used to. The graphics and music is also nice. The health meter was also a bit unusual with slowly going red instead of the more traditionally decreasing. Didn't notice that I was almost dead until to late :smile:
@pnghasemi Thanks for you feedback :). I've reduced the music volume in the post-jam version and added volume sliders for music and sfx.
@sh1rogane Sorry about your finger :). I've already added a post-jam version where you can choose between click and hold to fire. The decreasing health meter seemed a little weird when I was implementing it. Will try to come up with a better health indication in some future version.
@anubhav-kashyap Glad you are enjoying the game :)
Made two playthroughs and survived for something along 1:30 each time ! The game feels good but I think some things were missing, maybe I didn't have luck or didn't play long enough :
- I feel like you should be able to also get power-up / damages up as a random drop from enemies. Maybe you get them later, but I didn't get one on my two playthroughs
- sound effects are a bit too loud, it just covers up the whole game
- At some point, the enemies mostly spawn on the right of the screen, so it gets a bit redundant ; maybe you could add some other spawnpoints in the game to make the player feels a little bit more unsafe and add a layer of gameplay other than shooting and dodging (and since we have a dash, let's use it come on).
- Maybe it gets a little more harder once you survived a certain amount of time, but I didn't feel like I lacked space; I just really get shot in the face cause I couldn't dodge the lasers :D I liked your idea of using the theme but I don't feel the lack of space as a real threat here; I'm really more scared about the spaceships !
- If you can create one of two more enemies with different move patterns, this would be perfect :)
I think that's all feedback I can think about your game; the gameplay is tight and the graphics are nice. You made a pretty good job doing this game !!
Please do check my game maybe you’ll like it and leave some feedback.
If you don't bother take a look at our game when we focused on Graphics and visuals and see the results that we got:
https://ldjam.com/events/ludum-dare/42/spacelab-42
@cristihkj @eric-kulbiej @rahim-pxr I'm glad you are enjoying the game :)