Junk heap by Dreii
Oh no, you've fallen to the bottom of a pit of robot junk!
try and survive the angry abandoned robots onslaught for as long as you can!
There's so much missing from this I way over scoped this game for 48 or even 72 hours. I haven't slept all night and still couldn't get audio in haha.
sorry for the block of text tutorial as well. I'm tired. goodnight...morning.
Post sleep edit:
the game ramps up in difficulty slowly starting at round 5 where the rocket fists are added, and after round 10 the zombie like starting enemies start getting bigger and stronger.
also every 10 levels is a boss battle.
portraying growth was the main issue I had(read: main timesuck) Trying to get early interesting game play that slowly eased into a nice fun challenge took allot more testing then I could manage.
Ill just say, being that I wasn't able to hone it in, any levels past 20 are a wild west of OHGODNO.
edit 2: since I had some time before the jam actually ended I changed the controll scheme to a better one.
try and survive the angry abandoned robots onslaught for as long as you can!
There's so much missing from this I way over scoped this game for 48 or even 72 hours. I haven't slept all night and still couldn't get audio in haha.
sorry for the block of text tutorial as well. I'm tired. goodnight...morning.
Post sleep edit:
the game ramps up in difficulty slowly starting at round 5 where the rocket fists are added, and after round 10 the zombie like starting enemies start getting bigger and stronger.
also every 10 levels is a boss battle.
portraying growth was the main issue I had(read: main timesuck) Trying to get early interesting game play that slowly eased into a nice fun challenge took allot more testing then I could manage.
Ill just say, being that I wasn't able to hone it in, any levels past 20 are a wild west of OHGODNO.
edit 2: since I had some time before the jam actually ended I changed the controll scheme to a better one.
| windows | http://gamechildstudios.com/junkheap/junkheap.exe |
| Original URL | https://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=24533 |
Ratings
| Coolness | 37% | 1783 |
| Overall(Jam) | 3.25 | 458 |
| Fun(Jam) | 3.42 | 228 |
| Graphics(Jam) | 3.38 | 448 |
| Humor(Jam) | 2.35 | 623 |
| Innovation(Jam) | 2.70 | 723 |
| Mood(Jam) | 2.90 | 609 |
| Theme(Jam) | 3.54 | 521 |
And yeah its random rewards each round. the only real choice is when you see a negative value on a chest item, deciding whether its worth it to take.
I don't know if the bonus from the level clear chest is random or set, but I get a negative bonus (regen-2) at level 19, which is interesting. I thought the game lead player in a way that "You should shot and open the chest after the level" but if it is randomly negative or sometime intended negative then that makes people a bit upset.
I think the game difficulty is fine, you don't really need to add stronger enemies because you adjust the spawn speed and that already works well.
Looking forward to your future work!
Sound would've made a big improvement
Overall the difficulty curve was fairly good except at the end. There is becomes much easier since once you have the sword you can just stand in the corner and wait for the game to end.
Some UI feedback:
the shadow of the falling enemies should indicate what enemy is going to fall and also should fade in.
The stats at the bottom need units rather than just the format "number (number)"