JUGGERNAUT

JUGGERNAUT

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overall: 3.24
fun: 3.03
innovation: 2.89
theme: 3.29
graphics: 3.12
audio: 3.58
humor: 2.82
mood: 2.90
What the?*
So I decided to do one of the dumbest things one can do when participating in a game compo...
I decided to try some new tools.. Let's just say that figuring out the SDL API and then how
to compile my code to WebAssembler took a bit more time than I thought :sweat_smile:
But I did it :smile: My own little 48 compo game written in C++, using SDL and compiled to WebAssembly using Emscripten.

The tools list:
Ableton Live 11 Lite, bfxr, Visual Studio Code, Notepad++, Audacity, Chrome, Emscripten, SDL, Wings3D, SculptGL, Blender, Gimp and Sascha Willems Explosion Texture Generator.

*Story*
As captain of the defence ship "Juggernaut 1" you are unstoppable.
Enemy attacks and collisions only give your ship more power
it is inevitable that you will reach the aliens power source at the
city edge and defeat the enemy.
Only problem is all that extra energy boosting your ships
speed makes it a lot harder for you to get rid of the attackers
already in the city so you need to try to avoid charging
up too much and delay the inevitable if even just slightly.

*Gameplay*
This is a high score chaser.
Shoot as many aliens as possible to rack up your score as high as possible.
The ship will gradually speed up during the level.
Avoiding collisions with the enemies gives you more time to destroy more.
You receive points for time spent on the level, enemies shot and enemies collisions.
Don't shoot everything you see, speedbumps and orbs only work when the ship
collides with them.
If you grab more than 3 orbs (don't shoot them) the points you've earned during the
level will double up at the end of the level.
Hitting a speedbump will temporarily lower your ships speed.

*Controls:*
Use the cursor keys to move ship
and space to shoot.
Found a bug?
Tell us on Discord