Nightshift by Aurel Bílý
=== Nightshift ===
What a horrible night to have a curse! Defeat the evil in Outer Space to defeat the evil within.
An arcade vertical-scrolling shoot 'em up. Try the easier version if you're having trouble, don't miss out on the boss. :)
= Note on the easier (post-jam) version =
By popular demand, I have added a slightly easier version.
- smaller hit box (just the helmet)
- walls don't hurt you, only when they crush you against the bottom edge of the screen
- you move faster
- shorter delay on the shape selector (you can still switch shapes instantly)
- bug fixes
(not included in this version: street cred)
= Controls =
Arrow keys - movement
A / spacebar - shoot, menu action
S + arrow keys - select shape
S (hold) - show shape levels
= Notes =
- you can only switch shapes when you're not shooting
- you cannot move while shooting in Ninja shape
- timelapse coming soon
What a horrible night to have a curse! Defeat the evil in Outer Space to defeat the evil within.
An arcade vertical-scrolling shoot 'em up. Try the easier version if you're having trouble, don't miss out on the boss. :)
= Note on the easier (post-jam) version =
By popular demand, I have added a slightly easier version.
- smaller hit box (just the helmet)
- walls don't hurt you, only when they crush you against the bottom edge of the screen
- you move faster
- shorter delay on the shape selector (you can still switch shapes instantly)
- bug fixes
(not included in this version: street cred)
= Controls =
Arrow keys - movement
A / spacebar - shoot, menu action
S + arrow keys - select shape
S (hold) - show shape levels
= Notes =
- you can only switch shapes when you're not shooting
- you cannot move while shooting in Ninja shape
- timelapse coming soon
| Web (swf / flash) | http://ludum.thenet.sk/ld35/ |
| EASIER VERSION (swf / flash) | http://ludum.thenet.sk/ld35/?casual |
| Source (haxe) | http://ludum.thenet.sk/ld35/nightshift_src.zip |
| Timelapse | https://www.youtube.com/watch?v=mhz1b6vQF30 |
| Post-mortem | http://ludumdare.com/compo/2016/04/21/nightshift-post-mortem/ |
| Original URL | https://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=1645 |
Ratings
| Coolness | 58% | 3 |
| Overall | 3.53 | 204 |
| Audio | 3.51 | 127 |
| Fun | 3.45 | 241 |
| Graphics | 4.16 | 48 |
| Humor | 3.34 | 99 |
| Innovation | 2.63 | 747 |
| Mood | 3.60 | 115 |
| Theme | 3.36 | 463 |
The sound effects are very loud on my system compared to the music. The music is nice enough though.
This game is SUPER super hard. Being able to restart levels, or even disabling wall damage so you can learn to use new powerups, would be nice. Holding the button to see the powerup position can get you killed the first time you gain a powerup.
Just a note, if you are holding or tapping A to shoot, it is easy to skip dialogs by accident.
I'm not big on shmups, so take these comments with a grain of salt:
Input lag on the selector wheel was frustrating
Covering my screen with a (really nice) effect when I've been shot was frustrating more than anything else.
The fat melee cat being slow seemed off to me surely the melee character should be bale to get in quickly to do damage?
Keyboard ghosting is a problem I think. I couldn't shoot and move at the same time.
Again, great production values.
Gameplay-wise, it's mostly standard for a vertical shooter, except for a couple distinctions from the norm:
The main genre-convention-defying thing here is the extremely large hitbox that the cat has, for bullet hell standards. That makes maneuvering him very difficult, especially with all the tight spaces and walls to navigate through.
The second genre-convention defiance comes from damage on contact with walls. Typically if you get crushed in a v.shooter you die, but otherwise walls just push you around. With the damage as it's handled here it just seems to make navigating more frustrating without adding a whole lot of enjoyable challenge.
Generally, those tropes exist for a reason and it hurts your game not to follow them.
The movement also feels fairly sluggish and unresponsive. I realize that with the ninja you can't move left/right while firing, but it seemed like there was a moment after I stopped firing when I still couldn't move.
The levels (at least the first few, which I was able to get to) are designed in a way that reinforces the issues with the mechanics. They're filled with tight spaces and obstacles to dodge, with heavy bulletspongey enemies that don't pop well and occupy too much of the screen.
Generally, I'd like a much, much smaller hitbox, weaker enemies, and a lot fewer navigational kerfuffles.
On death and restart, the background music overlaps with itself.
I'll probably come back and play this some more when I'm less tired and can focus on getting further into the game. I'm curious what you put there.
The upgrade system was cool, too bad there wasn't much game to explore it.
Castlevania :)
The movement for me let the game down a little bit. It's super slow and doesn't "feel good" Same thing with shooting, a little more "Game feel" or juice so adding a muzzle flash, faster rate of fire etc.. would have made the shooting way more exciting.
The wheel you use to shift can be hard to pull up at times and also I died a few times whilst trying to shift.
The over all production is awesome, the game-play let's it down a bit.
I still enjoyed my time with it and I hope you keep on developing it, I feel a few simple tweaks would make the game way more enjoyable. Keep up the great work =)
The LD window is too small for the game, which hurts the playability a lot. Also, you use the same key for shooting and skipping dialogs, so it's really easy to miss the tutorials.
The weird big psychadelic pixels that show up every now and then were great
The shape select thing seems laggy and is a nightmare to use
Personally I'm more of a fan of faster movement / smaller hitbox / more bullets kinda games but I guess that comes down to preference. Catloaf seemed a bit too slow to be effectful thouhj
I loved the graphical style, sound was very suitable.
Mechanic is neat and well-implemented.
Only suggestion would be to make the button that advances the text not be the same button for attack, as while I was constantly holding it down to shoot, I would always advance the first line of text that would pop up before reading it :S
Aside from that, wonderful entry, good luck!
Anyway, good use of the theme. A flawless game in my opinion, almost perfect scores. :)
A classic style with interesting mechanic
I wasn't a big fan of the brutal collision, input delay on swapping shapes, or bird-poop splatter coating my vision, but you seemed to have resolved many of these issues in the "easier" version. When I think of a bullet hell, I usually think of smaller hitboxes to make everything seem that much more "near death" than anything, so I think the smaller cat hitbox makes a lot of sense.
I like how all the cats hat their genuine uses, but the "loaf" cat really didn't have one. He couldn't even outrun walls sometimes. I also feel like there were some scenarios where it was impossible to avoid taking damage.
Overall, a very nice vertical scrolling shooter with tons of content, awesome stylistic design, and a great feel to it. Well done!
Can you add your game on indiexpo.net ? (it's free)
So we can include also your game in the video ;)
p.s. write #LDJAM in the game's description
Some recommendations I thought of (many are said by others below):
1.) Make the shoot button different from the one that progresses dialog - I missed a lot of the mid-tutorial dialog for that reason
2.) I found it was really difficult to get rid of the orange boxes quickly enough and usually avoided them. Maybe the blasts should destroy two at a time, or they should be grouped together in fours to make them a little easier to deal with.
3.) The whitespace in the character hitbox could make wall collisions a little confusing. I think that it was remarkably well done for enemy/projectile collisions though, so great job there.
Overall had a blast and more than a few laughs playing your game. I love the art, hope to see it again in the future! Hope you had fun making your game, thanks for your submission!
Sometimes the character moved automatically to the left and I got stuck on there :/
Congrats for the game!
Pretty amazing content for such a short time, good work. I managed to beat the game in casual mode but man, it makes me wonder how the hard mode is because that was already way hard enough ahah
Good job anyway!
The chop-cat seems a bit useless, unless he does crazy damage. Ninja cat was good, and the original good vs boss. Didn't get to try the bottom one.
All in all felt like a complete - if short - game. And I like the yarn/scratch-pole items :)