Dungeon Maze Shooter by Huder
This is a simple top down shooter with randomly generated maze like dungeons. You must collect treasures to gain score.
WSAD - movement
LMB - gunfire
Source version is little newer it has bug fix. Game wasn't ending when you won. Source can be compiled using Game Maker: Studio Standard or higher.
WSAD - movement
LMB - gunfire
Source version is little newer it has bug fix. Game wasn't ending when you won. Source can be compiled using Game Maker: Studio Standard or higher.
Ratings
| Coolness | 46% | 1460 |
| Overall | 3.19 | 544 |
| Audio | 2.38 | 750 |
| Fun | 3.16 | 427 |
| Graphics | 3.12 | 592 |
| Humor | 1.81 | 972 |
| Innovation | 2.60 | 899 |
| Mood | 2.96 | 579 |
| Theme | 2.80 | 909 |
This is the first 2D game that made me motion sick, lol. Was that jittery-ness when moving intentional?
The enemies take too long to kill, but there aren't enough of them. I have this fun laser gun, but it takes ages to take a baddie out, on the other hand, there aren't really enough enemies to feel overwhelmed by the odds.
(This is a tip I learnt from the guys at Vlambeer, very obvious in the design of Nuclear Throne)
I like the view, the way everything pans around (instead of rotating the camera), it's tight and claustrophobic, which definitely conveys tension and disorientation.
The mouse control is interesting, it feels like there's a maximum rotate speed, or even that the speed is fixed. It might confuse some players (mouse controls generally mean your movement scales with the mouse movement), but here I felt it gave weight to the character, adding to the tension and claustrophobia.
Overall, could be a fun experience with maybe some weapon pickups, ammo management or more enemies, got a Teleglitch vibe from this.
Pro-tip:
Ludum Dare is an international event, and many of your players (myself included) use non-qwerty keyboard layouts. Here's a great way to support this:
Up: up, w, z
Left: left, a, q
Down: down, s
Right: right, d
Bind the key sets to the actions instead of single-key to action, and you're good to go!
"Was that jittery-ness when moving intentional?"
No it wasn't, tried to fix this but can't :(
@Gaeel
Thanks for tips, i always thought WSAD is international, because every fps game using this.
In my opinion it would have helped for the game's dynamic to increase the density of the enemies, and maybe make them a little bit easier.
And for some reason, I've kind of liked that the ground texture was shaking.