Resonant Flux by Rob Glen
An arcade shooter with 10 levels, all of them crammed into the same screen.
The Link provided will lead to a web version, along with a download link that contains an .exe and the source files for the project.
Software used:
Unity 4.6 pro
Magix Music Maker 2014 premium
GIMP 2
The Link provided will lead to a web version, along with a download link that contains an .exe and the source files for the project.
Software used:
Unity 4.6 pro
Magix Music Maker 2014 premium
GIMP 2
| Itch.io | http://rob-glen.itch.io/resonant-flux |
| Original URL | https://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=39992 |
Ratings
| Coolness | 57% | 3 |
| Overall | 3.03 | 733 |
| Audio | 3.03 | 361 |
| Fun | 3.21 | 432 |
| Graphics | 3.09 | 563 |
| Innovation | 2.45 | 982 |
| Mood | 3.14 | 371 |
| Theme | 3.09 | 1026 |
01rafael, have you tried pressing the number keys? There are ten levels, each one unlocks with every new level you complete.
Thanks everyone for the feedback so far!
Might change the highlight color of the enemy bullets or the background, it's hard to see blue on blue
But ultimately it has one gimmick which is kinda pointless? Why switch levels with 1-0? It doesn't actually affect the gameplay in any discernible way, at least, for me. I couldn't tell why it wouldn't be less hassle with the same result to just advance to the next level at the end of each "stage".
There are also no varieties between levels really. No new enemies. Maybe there are higher numbers but ultimately it's nothing new.
Coconut Mage, I'm afraid I can't think of any reason why the player won't move, might be worth trying to 1. refresh, 2. delete playerprefs in Username/AppData/Roaming/WebPlayerPrefs - find and delete the .upp file, or 3. Try the download version, see if that works. I've had it tested on a couple of machines, and there are definitely still some bugs, but I'm not sure how that one could have happened.
Tuism, Yeah, I think the levels should roll over automatically, maybe once the player picks up the last power-up (for health), it could go straight into the next level, or a timer after all of the enemies are dead. And then they can turn that off if they like, or change level whenever they like. I really wanted to make the level changing element a central mechanic, but I never really achieved that. I was move focused on polish this time round, I'm thinking of working on the game a bit more; push up the difficulty, add a proper menu, more level variety, more enemy types that have different weapon behaviors, etc. I think I've nailed down the controls and flow of the moment-to-moment gameplay, but it could be so much more!
The music was well done too.
More enemy types and some feedback when you make a hit (explosionyness) would have made it more fun.
Good job!
It was a bit too dark though, especially the menu. And maybe it would have been better to start the following wave automatically after a short break, so the player doesn't have to use the mouse in between.
And thanks for your nice comment and helpful feedback :)