Ludum Dare #51compo
Meteor Rain - LD51
Hello and welcome to everyone who joined me in this LDJam 51 event!
This is my second attempt at LD, so I hope everyone will enjoy this game more than my "Lost Soul" game.
In this game, we play a character who finds himself in a very unusual situation.... METEOR RAIN ! and what's more, unfortunately, this is not his only worry, because the dead have risen and are trying to get him.
Kill monsters, buy things in the store with money from zombies and avoid meteors... and most importantly have fun!
You can try yourself in this unusual world HERE.
Key Bindings:
A / D - Move Left / Right
Space - Jump
LMB - Build (if you've found magic coin)
RMB - Shoot (you can click or hold) - direction depends on where you click left/right side of a screen.
B - Open Shop (if shop icon is visible)
Extra note: If you can't see everything on screen try playing in FULLSCREEN mode.
This is my second attempt at LD, so I hope everyone will enjoy this game more than my "Lost Soul" game.
In this game, we play a character who finds himself in a very unusual situation.... METEOR RAIN ! and what's more, unfortunately, this is not his only worry, because the dead have risen and are trying to get him.
Kill monsters, buy things in the store with money from zombies and avoid meteors... and most importantly have fun!
You can try yourself in this unusual world HERE.
Key Bindings:
A / D - Move Left / Right
Space - Jump
LMB - Build (if you've found magic coin)
RMB - Shoot (you can click or hold) - direction depends on where you click left/right side of a screen.
B - Open Shop (if shop icon is visible)
Extra note: If you can't see everything on screen try playing in FULLSCREEN mode.
Genres: platformer
Tools: Unity
Comments21
thegamearchitect3 Oct 2022, 14:40
Nice work, well done for getting a game in. Simple and effective!

wrac42423 Oct 2022, 16:17
Seems like a decent game to me, movement feels good and i like the premise, in air movement feels a bit unweildy, and maybe the fire rate should be decreased, plus its fairly easy to cheese the zombies by having a block at the base. and maybe if your character turned to face where the cursor was pointing while firing or something as a quality of life. You done well for the gamejam and I really enjoyed the time i played of it
Later edit: maybe have the meteors bounce once they hit the ground?
Later edit: maybe have the meteors bounce once they hit the ground?
Clément K3 Oct 2022, 16:24
Good job. Game is fun! I like the dynamic of the game. I really like the physic of the meteorites bouncing at each other, it's making the whole thing much more unpredictable while still being manageable!

cogcomp3 Oct 2022, 18:01
Challenging game. I had a bit of an issue with the shooting until I read the text carefully :smile: I liked the meteor shower. Nicely done!

Aaron Smith5 Oct 2022, 10:31
there is a really great core here. The shooting confused me a bit, but I got it after a while. It's punishing and fun! nice work.
Jackaljk5 Oct 2022, 13:06
I like the idea of placing a block to stop the zombies, tho in my experience you don't really need it because there are never that many of them that you can't kill with your bow. I only died because of meteor rain, which was a beautiful effect! I also like that the rain destroys the block I place. Nice effort!

LDJam user 2588507 Oct 2022, 14:29
This is pretty good! ^^ a start to something bigger maybe? I think I found an exploit where the shop items stay even after you die I think? Or is the shop random :sweat_smile:

Real_Human_100010 Oct 2022, 16:33
There's a lot going on here! I like how the player has so many different actions they can take -- run, jump, build, shoot, buy, etc. Your art and music is pretty simple, but it's there and that's what counts. I also like how the meteors kill the zombies along with the player. It seemed like I couldn't jump on top of platforms I had built, so (assuming that wasn't due to user error) keep an eye out for that if you decide to revisit this project in the future!
ChillerTyp10 Oct 2022, 19:05
The background kinda reminds me of the background in the final fight of Earthbound.
Frabather10 Oct 2022, 19:57
@chillertyp Hey, I didn't think about anything while making the background if I'm honest, I just played around with GIMP ^^ xD (I haven't heard of the title you mentioned even haha).

Gonzalol11 Oct 2022, 07:32
Funny little game. Obviosly it can be improved but it's a good prototype.
Some thoughts:
- The developer art skills are strong on you :D
- I don't understand what are the blocks for
Some thoughts:
- The developer art skills are strong on you :D
- I don't understand what are the blocks for

Steffo11 Oct 2022, 23:24
Maybe blocks should stay for an entire wave of meteorites, instead of only for one hit. Hmmm...
Mossieur Patate13 Oct 2022, 15:12
(I am now in a rush to test as many games as possible to help, so please do not mind the cursory reviewing style.)
1. @gonzalol Agreed on programmer art; as a programmer, I am willing to give extra points for it. :3 I wish there were a ‘Programmer art’ category/criterion!
2. Controls are QWERTY-only instead of layout-independent (I have an AZERTY keyboard).
3. orienting the hero towards the firing direction would help knowing the mouse is placed rightly
4. orienting zombies according to movement would also help
5. A hitting sound (when you get a zombie) would give more sensations, I advise you to add one! :)
6. Jumping upgrade starts at -1 (a negative number): is this normal? Or random maybe (one gave me $2 instead of $1).
7. Opening the shop pauses the game, which is nice; I think having a pause key would be nice, although this is a detail.
8. Weird, some of the zombies I took down did not yield money! Is this normal?
9. The background is really beautiful! This also causes some kind of mismatch between its style and the programmer art, but I am totally fine with it. :)
10. I tried saving some blocks to ward off any nasty unavoidable meteorites, but I got caught by surprise; losing in one hit is somewhat punishing!! :s Maybe too much so, since you have to hold for 10 whole minutes?
11. I think jumping is not so useful: even with the basic bow, you can take out all zombies, and avoiding meteorites is more a matter of horizontal movement and block using. Also, jumping may feel a bit too ‘floaty’. This only comes down to mere parameter tweaking to make the zombies grow more dangerous over time. :)
12. I like the music, by the way! :) Sounds may be a bit low, but once again, mere parameter tweaking.
13. Funny how meteorites also wipe out the zombies. X)
14. Apparently, the shop choices are randomly displayed. This makes you close and then reopen until you get what you are interested in. Also, control suggestion: assign the same key for opening and closing the shop.
15. Ah, right-clicking while in shop triggered the bow sound.
16. Got the pistol! No sound? Ah, yields more money?
17. I realize there is a confusion in the shop: the price should be in *dollars*, not in *coins* (which serve for blocks)
18. I noticed coins may appear near the borders where the zombies pop, which makes them dangerous to pick up; although it looks like zombies are prevented from popping then? If so, nice attention!
19. bug: after picking up a coin far to the right, I could only shoot rightwards!! Then made me lose, while I was saving already more than $40 for the $75 rifle target!
1. @gonzalol Agreed on programmer art; as a programmer, I am willing to give extra points for it. :3 I wish there were a ‘Programmer art’ category/criterion!
2. Controls are QWERTY-only instead of layout-independent (I have an AZERTY keyboard).
3. orienting the hero towards the firing direction would help knowing the mouse is placed rightly
4. orienting zombies according to movement would also help
5. A hitting sound (when you get a zombie) would give more sensations, I advise you to add one! :)
6. Jumping upgrade starts at -1 (a negative number): is this normal? Or random maybe (one gave me $2 instead of $1).
7. Opening the shop pauses the game, which is nice; I think having a pause key would be nice, although this is a detail.
8. Weird, some of the zombies I took down did not yield money! Is this normal?
9. The background is really beautiful! This also causes some kind of mismatch between its style and the programmer art, but I am totally fine with it. :)
10. I tried saving some blocks to ward off any nasty unavoidable meteorites, but I got caught by surprise; losing in one hit is somewhat punishing!! :s Maybe too much so, since you have to hold for 10 whole minutes?
11. I think jumping is not so useful: even with the basic bow, you can take out all zombies, and avoiding meteorites is more a matter of horizontal movement and block using. Also, jumping may feel a bit too ‘floaty’. This only comes down to mere parameter tweaking to make the zombies grow more dangerous over time. :)
12. I like the music, by the way! :) Sounds may be a bit low, but once again, mere parameter tweaking.
13. Funny how meteorites also wipe out the zombies. X)
14. Apparently, the shop choices are randomly displayed. This makes you close and then reopen until you get what you are interested in. Also, control suggestion: assign the same key for opening and closing the shop.
15. Ah, right-clicking while in shop triggered the bow sound.
16. Got the pistol! No sound? Ah, yields more money?
17. I realize there is a confusion in the shop: the price should be in *dollars*, not in *coins* (which serve for blocks)
18. I noticed coins may appear near the borders where the zombies pop, which makes them dangerous to pick up; although it looks like zombies are prevented from popping then? If so, nice attention!
19. bug: after picking up a coin far to the right, I could only shoot rightwards!! Then made me lose, while I was saving already more than $40 for the $75 rifle target!
Mossieur Patate13 Oct 2022, 15:13
(continued: 2/2)
Takeaway: concept can totally work, *but* in my opinion, a balancing overhaul (zombie hazards — which would make weapons and jumping more relevant —, meteorite hazards or lowering total time or having life points or making blocks sturdier and/or longer) is what the game would immensely benefit from. I enjoyed the graphics, but am biased towards programmer art. ;) Sounds are nice too, but some more would help feeling the action. Likewise, some more animation/orientation would help the player. I like how the concept focuses on the *regularity* implied by the theme; the mechanics are classic but go well together (action + shop is a nice combination!). I was already feeling some fun, and I am sure balancing would add a lot of variety, especially allowing the player to get the weapons quicker. :)
Thanks for the game! Although you did make my life hard with the one-hit-kills-you + 10-minute survival combo, as I am a quite comprehensive reviewer. XD
(By the way, I found your game as second in the Classic ordering; my understanding is that the default Smart ordering/filter helps you more if you review and reward comments, in case you are interested in more feedback for your game, notwithstanding having already reached the voting quorum.)
PS: just took a look at the source code out of curiosity, and saw this in ShopLogic.cs which I think is funny. ;)
default:
Debug.Log("Expect... the unexpected...");
Takeaway: concept can totally work, *but* in my opinion, a balancing overhaul (zombie hazards — which would make weapons and jumping more relevant —, meteorite hazards or lowering total time or having life points or making blocks sturdier and/or longer) is what the game would immensely benefit from. I enjoyed the graphics, but am biased towards programmer art. ;) Sounds are nice too, but some more would help feeling the action. Likewise, some more animation/orientation would help the player. I like how the concept focuses on the *regularity* implied by the theme; the mechanics are classic but go well together (action + shop is a nice combination!). I was already feeling some fun, and I am sure balancing would add a lot of variety, especially allowing the player to get the weapons quicker. :)
Thanks for the game! Although you did make my life hard with the one-hit-kills-you + 10-minute survival combo, as I am a quite comprehensive reviewer. XD
(By the way, I found your game as second in the Classic ordering; my understanding is that the default Smart ordering/filter helps you more if you review and reward comments, in case you are interested in more feedback for your game, notwithstanding having already reached the voting quorum.)
PS: just took a look at the source code out of curiosity, and saw this in ShopLogic.cs which I think is funny. ;)
default:
Debug.Log("Expect... the unexpected...");
Mossieur Patate13 Oct 2022, 15:51
@real-human-1000
> It seemed like I couldn’t jump on top of platforms I had built
Funnily enough, I also thought this was their use at the beginning! But then I realized you should rather be *below* them than on *top*, because they are much more of a protection against meteors (think of *Worms Armageddon*!) than against zombies. ;)
> It seemed like I couldn’t jump on top of platforms I had built
Funnily enough, I also thought this was their use at the beginning! But then I realized you should rather be *below* them than on *top*, because they are much more of a protection against meteors (think of *Worms Armageddon*!) than against zombies. ;)

mikouaji16 Oct 2022, 21:45
Nice entry! Gameplay is nice, sometimes the meteors would be too much (like 6 goin straight into me :D ) but overall it plays well. I had some scaling issues, but playing with the fullscreen button kinda solved them :)

quadtree17 Oct 2022, 07:33
Interesting concept. I do feel like maybe the magic coins should have spawned a bit faster.

https://drive.google.com/file/d/11d3KVYOLEfsTxdjz6-o3BfyO-uF-ADNZ/view?usp=sharing