Ludum Dare #51compo
SquareHunter
A simple top down shooter. Every 10 seconds you lose 50% of your life, killing squares heals you. The waves are endless.
- LMB - shoot
- R - reset
- ESC - quit game
Controls:
- WASD/Arrows - move- LMB - shoot
- R - reset
- ESC - quit game
Comments3
1. There are two times "Source Code https://github.com/TheSpiceyCatto/LDJam2022" -> mistake?
2. Controls are layout-independent, great (I have an AZERTY keyboard). :) AND arrow keys are enabled.
3. nice smooth movement and firing sounds, gets you in the mood!
4. the squares are tiny and move fast, this makes aiming quite hard; maybe intended
5. oh, second type of enemies! And their regular firing sound make it sound like the beat to some music XD I guess an ambitious idea would be to make some procedural music through a mix of enemies :)
6. destroying squares hardly makes up for the HP halvings! :o Except maybe when clearing out a bunch of "proximity" / close contact squares
7. wave 5: those "usher" squares got me out of the screen upwards! 0 to be considered as a death!
10. I like how you went for simple geometric graphics, by the way (I only used geometric primitives too! :p), including triangle shots; the fact that the hero is a human while the enemies are square is rather humourous
11. the blur seems to be a function of health, nice (like a dizzying effect)
12. those greenish firing squares have tricky AI movement/dodging!
13. some strategy involved: taking cover behind the "pillars" is really useful, at least from about wave 4
14. finally reached wave 6; running in circles is a good way to evade these pesky close contact blue squares
15. wave 7: I think waves with only one type of enemies are way easier; the real difficulty occurs when there are BOTH of them
16. wave 9: my strategy when both types: run in circles in such a rhythm that you avoid the shots, taking out the blue squares first
17. the fact that the green squares fire all at the same time makes things way more workable; I believe this is more reasonable, so, good choice
18. wave 10: funny how the green squares’ firing sound seem to simply switch volume depending on their number, since this is simultaneous! Gives a cue to the player :)
19. wave 12: enhancement of my strategy: the "running in circles" phase can take place near behind a pillar.
20. noticed for some time that HP does come back to a reasonable level thanks to the huge number of squares, and the limited damage they inflict
21. wave 13: nooo, died banged against a pillar by a mix of the two types!