The Trigger by Kabraxis

[raw]
made by Kabraxis for LD28 (COMPO)
I can't believe I actually finished it!

External assets used:
Pixel Life font (William Clifford - http://www.williac.com)
Bitmap Font Pack (Marc Russell - www.spicypixel.net)

Ratings

Coolness 24% 1545
Overall 2.83 633
Fun 2.56 701
Graphics 3.39 269
Innovation 2.50 746
Theme 1.94 933

Feedback

Lazdo
16. Dec 2013 · 03:21 UTC
Looks great, just wasn't all that entertaining, the controls were different to those i have seen before. However this doesnt mean they were bad. Just.. different :P
Jakub Koziol
16. Dec 2013 · 10:11 UTC
Controls were preventing me to enjoy the game more but I really loved the exploration part and the whole thinking whether I've been in the room that I can open using my last key of this color.
Sertkaya
16. Dec 2013 · 15:55 UTC
I enjoyed ehile playing, liked the idea. And I suppose you have to open right doors to unlock every room becouse there I struck with blue key and there is no other blue door.
travislucia
16. Dec 2013 · 22:53 UTC
Controls were a little strange, graphics aren't bad. Need a health bar once I realized I was invincible it seemed pointless.
eralpkaraduman
17. Dec 2013 · 10:32 UTC
I liked the cool scan animation on player's visor.
van noctar
21. Dec 2013 · 15:04 UTC
I like the concept! But with an azerty keyboard is not easy :D
jonask
22. Dec 2013 · 21:02 UTC
A bit wonky controls and boring enemies.
burlapjack
29. Dec 2013 · 22:15 UTC
Being somewhat familiar with twin-stick arcade games like Robotron, I didn't have too much trouble with the controls. I liked the art, especial the title at the beginning. The bullet animation was also neat. Sound would have really made this game kick-butt in my opinion.
mmickyman
06. Jan 2014 · 08:42 UTC
Why the bullets don't go straight ?
Alex Higgins
07. Jan 2014 · 01:49 UTC
Got to a point where I ran out of keys and couldn't open any new doors. It's really tricky to design a level so that that doesn't happen - I'm impressed that I hadn't gotten toward that point earlier in play.
With no real way to predict enemy behavior and dodge projectiles, combat was fairly bland - combat outcome was not dependent upon tactics or skill. The decision between rate of fire and damage seemed meaningless - both yield higher damage per second.
I still really enjoyed the "metagame," though. Even though the smaller, low-level mechanics were weak, it was still a fun overall experience. The reason that I'm being so critical is because this has the potential to be really cool.