Ground From Under Feet
The game has been developed by myself for Ludum Dare 50
The Ground System is corrupted! All the Ground Stabilizers are overloaded!
Your goal is to delay the Ground System corruption as long as you can.
There are only two allies:
“The Thunderer Hammer” who terrifies your enemies and “The Cryo Gun” who can cool down the Ground Stabilizers
And of course your superpower - “HyperJump”
Use these wisely and you could overwhelm the corruption! (but it’s not for sure)
The Ground System is corrupted! All the Ground Stabilizers are overloaded!
Your goal is to delay the Ground System corruption as long as you can.
There are only two allies:
“The Thunderer Hammer” who terrifies your enemies and “The Cryo Gun” who can cool down the Ground Stabilizers
And of course your superpower - “HyperJump”
Use these wisely and you could overwhelm the corruption! (but it’s not for sure)
Genres: shooter


Comments33
Really sorry, you had to suffer so raw prototype of my idea :)
I just updated the game. Will appreciate if you take another try!
Good job :slight_smile:
What I've noted:
- The hammer could be more impressive, size, effects...
- You are delaying nothing on the game
- You can do nothing more than waiting for the last platform to fall
The idea is great but it needs adjustements.
Yes, the hammer is absolutelly raw designed, with almost no effects, so good suggetion to improve it at first, agree)
The idea is to produce actions, which delay platforms falling, to have bigger available battle arena space for maneuvering opportunities, but falling of the platforms is inevitable :)
And I agree there is a broblem with if you stayed alive for long enough, you're really nothing to do, except of staying at the last platform and endless shoot to it)
having a ranged and melee weapon that perform different tasks works well i think, but switching between them wasn't very intuitive to me, ideally if you're going to use the mouse wheel you should make it so either way you spin the wheel will toggle your current weapon to the other, because paying attention to which direction you have to spin it is an unnecessary complication when you're trying to focus on playing the game. I also don't think it's necessary to have the player switch between them, you could have the hammer mapped to lmb and the gun mapped to rmb so they're both equipped at the same time & that would make it a little easier to focus on the action.
Having so many platforms to target across such a large play area also felt overwhelming to me at the start of the game, i think specifically there was so much going on outside what the camera is showing the player and you could have made do with a smaller play area or made the platforms falling less of an immediate threat so I have time to notice a falling platform and make my way over there before it's already fallen
you did a good job with gameplay feel and feedback and I think the basic gameplay premise is well realized, all in all i had fun playing this game
I agree, that weapon switching should be produced independently of which direction of mouse wheeling. I had a suggestion about it at first steps of idea implementing, but apparently got used to it while development time and didn't get enough meaning to this.
The idea to get equipped both weapons at a time sounds interesting! I should play with it, maybe it's really the thing!
I also had feeling that platforms quantity is too big, but in first iteration there were 3 circles of them :), so I have reduced it to 2.
Also had doubts about restricted camera view, I hoped the "minmap" would be helpful to detect current falling platform, but unfortunately, it doesn't produce its purpose in full meaning with current platforms quantity and timing balance.
At some point the cooling gun only shot very slow for me. Not sure if that was intended.
Indeed the platforms quantity and falling timer have to be further balanced - decrease platforms or to prolongue timer.
I suppose you just got out of energy) the gun consumes it to shoot
I agree, tutorial would be useful, but I'm glad that you figured out how to play without it)
Yes, some sounds/VFX for additional feedback and increasing satisfying effect when platform cools down is a great idea!
Ah, I'm sorry that you haven't got full experience of playing, my mistake.
I had to mention about switching weapons by mouse wheel. This way you can choose range weapon which projectiles will affect the globes and cool down them to delay the platform falling.
Would be appreciated if you take another try with this knowledge)
Changing weapons with mouse felt a bit weird -- the game did not react immediately or sometimes not at all (maybe the problem is with direction and the list of weapons is not endlessly scrollable)
Nice job for a solo entry in a jam anyway!
Thanks for coming to my stream! Here's a recording in case you'd like to refer to it https://youtu.be/hPPKMGZGGDs
I agree about the lack of sense to support arena space. And your notion made me think deeper about how to make it playable. Definitely there should be another element which will encourage the player to save the playing space, because of the necessity to maneuver. I already have a couple of ideas on how to fix it without spending much time. I hope I can implement these quickly to demonstrate :)
I agree with the other commenters that this game is a bit too hard, to the point of being frustrating. Either the time between the platforms starting to collapse and the actual collapsing is too short, or the collapses are happening too frequently (probably both at the same time).
I would also like to scroll either way to switch weapons, it's hard to remember which way to go in the middle of an action.
Also, I think maybe the hammer should be able to cool down the platforms as well, not just the gun. At least it seemed a bit counter-intuitive to me at first that the gun could do it, but the hammer could not.
Plus, some music would also help a lot. And a leaderboard, I think it tends to do wonders in these kinds of games.
Anyway, good job overall :slight_smile:
It's so easy to die falling from a platform or on a falling platform though
It feels a little weird that I can only change weapon in one direction of the scroll wheel and this direction changes depending on the weapon I have
The assets looked pretty bland except the robots maybe, not great graphically but it's ok.
The sound of the blaster is kinda annoying too x)
Still nice job making a game that works and completing it, it's pretty nice, but I feel like the game design could use some more work to make the system more interesting and more juicy, the physicals felt slow too even with the dash.
Yeah, for sure, gamedesign have to be deeper designed, I'm currently working on it, hope I could finish it before jam ends >_
I'm currently working on improving game loop, and as you mentioned, it's really looks like a boss fight arena now :)
Though the lack of an in-game BGM kinda ruins the experience, but honestly, it didn't really hold back my enjoyment of the game :p