ARENA++ by madhoe

[raw]
made by madhoe for LD31 (COMPO)
ARENA++ is a fast-paced top-down arena-styled arcade action shooter.

Defeat all the enemies before the timer runs out and expand the arena. Otherwise, the arena compresses -- If it gets to small it'll crush you!

Made with: Unity (w/ VS) + Aseprite + FL Studio + Bfxr

PS: Thanks for all the feedback <3 I'll start work on a post-compo version when I'm free :-)

Ratings

Coolness 66% 3
Overall 3.25 500
Audio 2.95 408
Fun 3.02 633
Graphics 3.40 356
Humor 2.42 606
Innovation 3.49 308
Mood 3.07 429
Theme 4.05 130

Feedback

Raxsus
07. Dec 2014 · 19:53 UTC
Pretty fun, but it would be nice if you had more time to fight the enemies.
AlexVsCoding
07. Dec 2014 · 21:44 UTC
The concept is great but I felt quite restricted not being able to shoot the enemies dead whilst the arena changes size. Either everything should be frozen whilst it gets smaller or everything remain in motion.

Also noticed that there's actually more time waiting for the levels to change than there is for time to shoot enemies. Should definitely be the other way around (more time in the arena with more enemies to give justification for the longer time period and less time transitioning).

Also, as a personal preference, I prefer keyboard based shooting (up down left right) so if you could add that in as an extra option (so I wouldn't need to fumble the trackpad) that would be great.

Love the fat bullets, but think it could do with different weapon variations, especially as the enemies grow in number.

Love the look of the main character - reminds me of Flash Gordon.

With a bit of tweaking and refining, I think this could be super awesome.
Snail_Man
08. Dec 2014 · 03:41 UTC
Nice idea, but I do agree that the transitions took too long. They did look really nice though. Unfortunately, on later levels, it seemed almost impossible to dodge all the enemy bullets, and the timer would run out in under a second. Still, nice graphics, and really cool concept!
cbear_wallis
08. Dec 2014 · 03:46 UTC
I enjoyed it fairly! I think more could be done with the mechanics, but, that being said it was very well communicated and exectuted! ^_^
ehtd
08. Dec 2014 · 04:06 UTC
I liked the compression, but not so much the transitions. Cool graphics!
madlee
08. Dec 2014 · 04:19 UTC
Nice job! I think maybe it was a bit too fast paced, but cool concept and the style is nice
Ian Morrison
08. Dec 2014 · 04:41 UTC
Really like the rescaling arena, even if the transitions are overly long. Gameplay didn't work for me, though... I didn't really feel like I had any control over how quickly I took damage or knocked down opponents, beyond holding down the buttons.
Somfunambulist
08. Dec 2014 · 05:53 UTC
Really interesting gameplay! I had to stop playing and let myself die to fully grasp what was going on, but once I figured it out I was really impressed!
koujaku
08. Dec 2014 · 06:10 UTC
Loved it! Kinda wish the player wasn't so slide-ey though.
GhostBomb
08. Dec 2014 · 06:15 UTC
Really cool. It seems like the game gets harder the more you lose, which usually isn't good.
xerohuang
08. Dec 2014 · 06:24 UTC
Good design and effects. Totally great.
Jan Peter (jpdev)
08. Dec 2014 · 20:31 UTC
65395 .. is this a good score? :)

It's really not enough room to escape the enemy lasers.
I must admit I didn't completly get what was going on and the room was becoming small really fast :)
Gins
08. Dec 2014 · 22:35 UTC
Cool idea, I wonder, does the enemy fire do anything?
Besides that I like the thought you put into the theme and the execution is well done.
Gamepopper
08. Dec 2014 · 23:15 UTC
Really fun! Gameplay looks really solid. Falls flat on music though.
Jupiter_Hadley
09. Dec 2014 · 03:11 UTC
Simple game, but beautiful graphics and nice gameplay. Well done. I Included it in part 1 of my Ludum Dare 31 compilation video series, if you would like to check it out :) http://youtu.be/v6qOf-i7cO4
Empyrealhell
09. Dec 2014 · 07:06 UTC
On its own, having the enemy shots reduce the timer seems fair. Surrounding you with enemies also seems fair. Doing both in an arena so small that you can't really move around makes this game almost impossible to progress through. I went back and forth between two levels until it glitched out and spawned a double batch of enemies, and on the third expansion I had 18 enemies shooting me at once.

The concept is good, but the implementation of that concept leaves a lot to be desired. If the arena started larger, or if you didn't start surrounded each time, it might feel like you at least have a chance at making it to the next level. As it is, it's just too punishing to really get into.
bazld
09. Dec 2014 · 15:17 UTC
Great use of theme, and very stylish.
Nairu
09. Dec 2014 · 15:57 UTC
Awesome game, doesn't give a huge amount of time between rounds but I do like the art style and the music!
Elemental Zeal Games Studios
09. Dec 2014 · 21:52 UTC
Neat mechanic with the walls closing in. Well done. :)
JFern
10. Dec 2014 · 05:06 UTC
Really interesting concept! Would be cool if the transitions were shorter or if they froze everyone. Animations when the arena changed were cool too!
sP0CkEr2
10. Dec 2014 · 05:15 UTC
fun game but the timer goes way to fast. cool idea with the collapsing arean - great job
Murchurl
10. Dec 2014 · 08:25 UTC
Simple game, nice graphics too!. With all these explosions i thought Michael Bay designed this :p. Nice entry!
Eduardo
10. Dec 2014 · 14:23 UTC
Nice concept!
AdventureIslands
10. Dec 2014 · 21:04 UTC
Pretty cool idea, my only problem was that it's insanely difficult, you are constantly surrounded by enemies and when they all shoot you it's almost impossible to dodge all the bullets, and it only gets harder when the arena becomes smaller, I think you should let the enemies be able get shot when the arena is changing.
Slothmachine
11. Dec 2014 · 16:32 UTC
Claustrophobia simulation with red skeletons. I like it :)
Riocide
12. Dec 2014 · 18:37 UTC
Nice battle arena! A score tab would have been awesome though!
wavertron
13. Dec 2014 · 05:27 UTC
I'm gunna give you 5 stars for Theme.

[shameless plug] I actually used a Game Border mechanic in my LD31 game too (http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=45908) - however in mine you need to expand the border fully to exit the level.

I really like your contracting border crushing the player idea. This game does need some refinement but you've got a solid concept to run with. Good stuff.
jackrugile
13. Dec 2014 · 06:31 UTC
You nailed it with the concept, amazing work there. Also the graphic style is awesome.

However, I do wish that the controls were a little more responsive for the movement of the hero. That, or let me run through enemies and remove the drag on the wall. As it currently is, I just felt doomed to be swarmed with bullets immediately.

As others have said, it would be nice to avoid the pauses in between level shrinkage some how. Maybe if the level was constantly always shrinking for that round, but then you could also always be shooting enemies.

Overall, amazing game. Great work and lots of polish.
brainstorm
13. Dec 2014 · 07:08 UTC
Innovation 5/5: I really innovative game!!!!

Fun 4/5: It's fun, but too difficult.

Theme 5/5: Great use of the theme!!

Graphics 5/5: I really like them!!

Audio 4/5: I liked the music!!

Humor n/a: I can't rate that category...

Mood 4/5: While playing, I felt good.

Overall 5/5: My only 5/5 for the moment!!! One of my fav.
cmdr
13. Dec 2014 · 07:54 UTC
I loved the art and the concept of a constantly resizing arena. The echo some other people here, I was frustrated that it seemed near impossible to beat even the first room in time because there's simply no room to dodge enemy attacks. If you tweak the players' ability to hold onto their precious time I can see myself really getting hooked on this game.
sandbaydev
13. Dec 2014 · 10:23 UTC
Thaat was crazy :D It felt bit too random shooting, but... I did like that the arena size changes. I think that's an excellent game mechanism and could be further expanded.

If arena would have more things (gaps, pits, trees, whatnot) and those would change according to damage you get...

To me this was bit too difficult currently.
BretHudson
13. Dec 2014 · 12:34 UTC
The timing for the game is a bit challenging, but the base concept is brilliant and shows a lot of potential for your post-compo version! :) I hope development goes well for you.
apiotrw
13. Dec 2014 · 19:46 UTC
Very well made game. Nice artstyle and good fast-paced combat.
Taunia Sabanski
14. Dec 2014 · 04:42 UTC
It would be really neat if you started out in a fairly large arena, and really give the player time to build up a sense of urgency as the room starts shrinking down. Either or, give them a better means to dodge/block incoming fire, as well. I found that the room got really small really quickly simply because it was pretty tough to dodge all the bullet hell.

Whenever the room changed size, all movement and interaction in the arena would stop, which really broke up the flow of activity, which was really decent otherwise. The screen shaking and the timer countdown in the back really gave a good sense of needing to hurry, but I think it could be ramped up quite well just by starting in a larger arena, and giving more for the player to invest in before the walls start closing in.

The graphics were good, the music was decent. :) More content might be good in this game, too. More/different types of monsters? Boss fight? More weapons? This is a solid start!
mrexcessive
14. Dec 2014 · 09:25 UTC
Hi there. Like the infinite zooming, manic action. Good job!
Anshul Goyal
14. Dec 2014 · 14:25 UTC
clever and fast paced gameplay!
It gets a little bit chaotic as the play area shrinks though.
asobitech
16. Dec 2014 · 09:48 UTC
Great arcade fun all on one screen. Good job.
codeapparat
16. Dec 2014 · 23:49 UTC
The shrinking and expanding arena is a great gameplay idea. But player movement is so sluggish that it's pretty much impossible to dodge enemy shots, in turn making it impossible to reliably beat levels within the time frame. Thus the player feels like he has hardly any influence on how successful he is in the game, which is frustrating.
radmars
18. Dec 2014 · 02:53 UTC
Cool concept but definitely could use some balance work on the gameplay. If you screw up early, it quickly becomes impossible to dodge and then it's just a slow death after that. Slower firing rates for the enemies & smaller hitboxes (ie just easier to dodge shots in general) would probably help here. Definitely has potential though, would love to see a proper postcompo version. Nice work.