R-SAVIOR: COVID Destroyer

R-SAVIOR: COVID Destroyer

This game is from ldjam.com, which is currently unavailable.
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overall: 3.50
fun: 3.21
innovation: 3.26
theme: 3.45
graphics: 3.92
audio: 3.55
humor: 3.06
mood: 3.53
Somewhere in the distant future, a space shipping truck get's stuck on the NME's Bioweapon Development Site

Person A: The truck won't start!

Person B: We have to call for help! We have enough supplies to keep us alive until rescue comes!

Person A: Hold up, how do we deal with the NME's Bioweapons?

Person B: .... Crap.

Person A: What are we even shipping? Go there and maybe find a snack.

*Person B walks to opens shipping container*

Person B: You're not gonna believe this! We can live out our entire lives here with this guy's help!

Person A: What do you mean?

*Person A walks over to the container to see what Person B is up to*

Person A: Oh

R-Savior COVID Destroyer

You're this mecha guy known as the R-Savior, and you have to protect a truck from giant coronaviruses.

Cool Features:
* Nice 3D Models
* Manually-coded Inverse Kinematics Walking that took half the compo to start working decently

Things I might have not finished:
* LAZOR beam effects
* 9 Barrel Howitzer
* Nice Music

Strategy & Gameplay

The game is about managing a zerg rush attack on multiple fronts. To win a level, you have to advance forward and destroy the huge cowona, which creates lots of smaller cowonas. The lazor kills everything in line of sight, and you also don't have health and can't die. You have to destroy the cowonas ahead before they get behind you where they're harder to hit, and damage the truck.

Tips:
* The lazor is more accurate when you stand still
* Walking down hills can be a bit difficult, walk in a zig-zag pattern
* You can teleport back to the truck at any time, but you'll lose your defensive position

The hilly and bouldery terrain is a battlefield where many areas can't be hit by your laser. Move forward to the next defensive point when enough cowonas are destroyed in front, so that you wouldn't be overwhelmed shooting back at the few that managed to sneak past.

Media:

https://www.youtube.com/watch?v=dWlbMJL9u_0

Questions that might be asked
* Why cowonas?

It was originally suppose to be missiles on wheels with eyes and the player has to advance forward and destroy a giant missile launcher instead of a giant cowona, but then I was running out of time. They may be too popular, but they're easier to animate and move, and people actually want them dead.

*"Fry those bastards"* -someone on twitter

My LD42 game had "Box Caterpillars" which were unique and recognizable, but kind of too cute to kill for some people. LD43, you kill yourself. But this time you kill spiky balls that are currently ruining everything.

* Why a mecha?

It was in my mind for some of the other themes, but mostly because a walking mecha is cool.

* What is the NME?

They're the enemy. The E at the end stands for Enemy. Automated bad guys which were also the bad guys in my LD43 game, but didn't have a name at that time.

* Why is the ground purple?

This was probably inspired by the flash game "Heavy Weapons" where the ground in some levels looks similar. In fact, the endless looping bad music in inspired by "Hover Bot Arena."

* Why does the mecha get stuck so much?

I'm too lazy to fix it. The code is a balance between chaos and readability, just enough to get it done fast while still staying sane. For some reason I decided to use only collision checks to move the legs, instead of the physics engine dynamics. When the front leg is fully extended forward, and the back leg is fully retracted (walking down a hill), the back leg can't move up and gets stuck. Also, if you try walking towards a wall, there's some code in place to automatically deflect the walking direction.

* What game engine is this?

It uses Urho3D, nobody knows about it but it's pretty cool. It's fairly lightweight, portable, and barebones compared to something like Unity, which I consider a good thing. I've used the same engine for the past Ludum Dares. The entire game is made with scripting using AngelScript, which kind of looks like old C++. I'll try getting webassembly export working some day.
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