__CONTROLS: move with WASD, aim with the mouse and shoot with the left mouse button.__
It's a game where you have to kill endlessly comming enemies and can buy stats for HP.
Thank you for playing my game!
__Me rambling about making the game and some other stuff:__
Okay, so for starters, this is the second Ludum Dare I am participating in (my game for LD43) and I like to think that this game is heaps better than the last one. With my first game I made a lot of basic mistakes, like making it way too ambitious and not splitting my time correctly. I have definitely learned from my mistakes, but couldn'd quite avoid all of them this time either. On top of that I had a test on Monday after the weekend, that I needed to study for.
But despite the severe lack of time, I managed to pick a theme that wasn't too abitious and code most of the basic functions I had invisiond. Sadly I didn't have time to make proper "Start" and "Game Over" screens, my game also lacked animations, maps(combined with pathfainding for the enemies with something like A*), buyable abilities (like bigger bullets) and proper music. A big time waster for me was choosing a theme, because I couldn't decide on a theme the first day, my time on the project was massively reduced. Apart from this I spent most of my time coding.
But despite all those shotcommings I'm still pretty proud of this project, and it was a lot of fun to make. Since this was also my first game related programming project in the last 2 monts, it was like a breath of fresh air.
When I compare this to my last game(my game for LD43) the main improovement are art (still not good, but there is an improovement, except for the "game over" screen ^^), music (still awful, but at least there are some soundeffects and a 2 second loop song), "finishedness" and planning of the project.
After finishing the project it felt great to look at my checklist and see all the "essential" features ticked off (about 70% of all features).
Nice compo entry! Balance between HP and offense made for some interesting optimizations. It was sometimes hard to tell when you killed enemies successfully (to my knowledge, they never "died," just started running away?). Biggest room for improvement in audio and graphics, but hey, Compo is only 48 hours.
@jeremy-ryan Thanks for playing and because of the enemy thing: when they die I just remove the movement script from the enemy gameobject so it just flies around with the velocity it had before dieing. I agree that it can be annoying, but I accidentally only destroyed the script and not the gameobject, and thought it looked kinda cool.
echoing the comment above, that not being able to tell when you've 'killed' an enemy messes with your sense of how you're doing, but I did like that you 'front load' your decisions and then test them out in game, rather than doing it midgame. Gives a slightly more stategic feel.
fun little game .. for the next LD manage you time better so you have some time left polishing the game like nice UI .. it will make the game easly why more appealing
Great job given your limited time to participate. The damage needs more of an impact. I feel that would keep me playing longer. Please keep making games :)
Good job, especially with the time you had. I always die in one hit so i don't understand what the health thing was
i see you put it on newgrounds. maybe next time you should use itch or something. People on that site can be kind of pricks, especially when they don't know the skill level of the person or how long it took to make.
That was quite interesting! I had a lot of fun trying out different builds, my sweetspot was firerate 10, damage 30 and 10 speed. Dying doesn't get frustrating, because you can directely restart the game and try a different build. Extra points in humor for that "M" key. :D The only thing that confused me, was that the enemies didn't really die. And after i "killed" them in the second wave, they still harmed me. Other than that. The game looks really promising to me. Good job!
Comments13
Well done.
Gives a slightly more stategic feel.
i see you put it on newgrounds. maybe next time you should use itch or something. People on that site can be kind of pricks, especially when they don't know the skill level of the person or how long it took to make.
Dying doesn't get frustrating, because you can directely restart the game and try a different build.
Extra points in humor for that "M" key. :D
The only thing that confused me, was that the enemies didn't really die. And after i "killed" them in the second wave, they still harmed me.
Other than that. The game looks really promising to me. Good job!