SquadaBOOM by smokecastles

[raw]
made by smokecastles for LD32 (JAM)
You are all alone surrounded by a bunch of "square-minded" assholes! Get rid of them by holding space to load your unconventional weapon (pay attention to the side effects! :P). Try to survive through the different levels. Enjoy!

This is our first game ever, any kind of feedback is very welcome!

* Update 05/05/15: v1.0.1 uploaded to fix a bug preventing movement in Y axis if an Xbox 360 controller is connected, thanks for the comments pointing that out!

Ratings

Coolness 52% 3
Overall(Jam) 3.18 546
Audio(Jam) 2.81 492
Fun(Jam) 2.96 580
Graphics(Jam) 2.07 933
Humor(Jam) 1.82 912
Innovation(Jam) 3.54 237
Mood(Jam) 2.71 751
Theme(Jam) 3.54 382

Feedback

jhell
21. Apr 2015 · 16:26 UTC
Difficult game. Maybe it would have been better if the enemies had more predictable patterns? I liked the sounds though.
Xanjos
21. Apr 2015 · 23:36 UTC
Pretty nice concept. Also congratulations on making your first Ludum Dare game :D
MoogleSensei
22. Apr 2015 · 00:01 UTC
I absolutely love the mechanic of using your own life force to attack enemies, it forced a good level of suspense and strategy. I am unsure if it was the intent, but I could only move back and forth with A and D, not up and down with W and S. All around a great first attempt at Ludum Dare, well done!
lochmann-apps
22. Apr 2015 · 21:08 UTC
It's a rather simple idea, but works. Congrats to your first LD game! ;-)
Andy Gainey
22. Apr 2015 · 21:13 UTC
Boy, I suck at that. The randomness of the first two forms of AI make it really hard to know when to use your weapon. And since there's no way to recover health, it's preferable to not hold too long and cross the threshold at which your weapon causes you damage. But a small radius weapon makes it that much harder.

I suppose the overall concept of tradeoffs is sound, but I feel like there are a lot of things that could be balanced to make the core concept work well.

The implementation was solid, though.
HotBoxGames
22. Apr 2015 · 21:18 UTC
I chuckled at the 'about' screen, nice touch.
I liked the mechanic, and the unpredictable patterns of the enemies made quite the challenge.
I think it would have fit more if the player was a circle xD
Hambone
22. Apr 2015 · 22:33 UTC
Tons of fun!
careless
22. Apr 2015 · 22:38 UTC
A really simple for fun idea. Could be a great mobile game, could spend quite a bit of time playing it.

Checked out your source code and fair play you kept it neat! On the last day I lost control a bit when running out of time.

Overall a high scoring game, a clever weapon and interesting idea.
kabutakogames
23. Apr 2015 · 08:02 UTC
I liked the mechanic, but it was very hard to predict the way the small blocks would move - it would be interesting if they simply matched your movement patterns but collided with walls, and the bigger blocks pursued you more aggressively :)
maunovaha
23. Apr 2015 · 16:55 UTC
Nice game guys! This is definitely one of the best games at this gamejam in terms of game mechanic. :P Too bad the graphics are little raw, but regardless. good job! I died right before level 5 :P
Donpastor
23. Apr 2015 · 21:50 UTC
Liked how the different enemy tipes reacted in different ways. Loved chasing the smaller ones and escaping from the bigger ones. Very fun to play.
Nikteddy92
23. Apr 2015 · 21:51 UTC
Woah this is strange! I little bit difficult, but I liked it! Well done!
Horsed
25. Apr 2015 · 20:43 UTC
Great audio effects!
crazyninjamofo
27. Apr 2015 · 03:17 UTC
I totally dig the abstract gameplay and idea. It was really simple and engaging. Being stuck in one axis of movement was pretty frustrating, I wasn't able to defeat all the enemies because by the time the last dude would finally get close to me, I would use my last bit of life to attack.
Os_Reboot
04. May 2015 · 01:45 UTC
Simple game, fun mechanic! It would be nice to not be stuck to the ground. Liked the comment in the 'about' menu. +1 for innovation!