SquareHunter

Overall★★★★★★★★★★4.00
Fun★★★★★★★★★★3.00
Innovation★★★★★★★★★★3.00
Theme★★★★★★★★★★3.00
Graphics★★★★★★★★★★4.00
Audio★★★★★★★★★★3.00
A simple top down shooter. Every 10 seconds you lose 50% of your life, killing squares heals you. The waves are endless.

Controls:

- WASD/Arrows - move
- LMB - shoot
- R - reset
- ESC - quit game

Comments3

LDJam user 3012453 Oct 2022, 12:26
Really cool attempt here, the gameplay mechanic has potential and it'd be cool to see it go beyond the restriction of the 10 second life cut mechanic and evolved enemy types, liked the post processing effects too, added some nice nuance to the game overall, something else I should've have done in my attempt haha . thank you for submitting, well done for doing it in 48 too !
jk5000
jk50003 Oct 2022, 13:56
A very chaotic and pretty fun little shooter.
Mossieur Patate21 Oct 2022, 09:47
(in a rush to test many, don’t mind the cursory style)

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!
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