Shootout by elbowroom

[raw]
made by elbowroom for LD24 (JAM)
Instructions:

1. Use left, right & up to control movement.

or
Use A, D & W instead.

2. Use Z & X to fire.

or

Use O & P instead.

Hint: You cannot jump until level 4.

Hint: If you tap up quickly at level 5...

This is my entry for Ludum Dare 24 - it is a simple shooter
The enemy and game mechanics evolve as you play.

Ratings

Coolness 17% 1040
Overall(Jam) 2.17 254
Fun(Jam) 2.33 210
Graphics(Jam) 2.00 256
Innovation(Jam) 2.17 223
Mood(Jam) 1.67 239
Theme(Jam) 2.08 218

Feedback

Cake&Code
28. Aug 2012 · 16:43 UTC
Wow, that got really fun after level 1!! The slipping around and the angled bullets were a real challenge. Nicely done!
caranha
04. Sep 2012 · 22:24 UTC
This was a very cool idea, but it was kinda short.

I think that two things (besides making the game longer) would improve the game a lot:

1- make a small pause between stages
2- clean the game state between stages. I jumped from stage 3 to stage 5 in a second because my bullets were in the right places.

I liked the sound, and I really liked the simple graphics.
Noble Kale
17. Sep 2012 · 00:06 UTC
Interesting, though the change in controls after the first level was... frustrating.
Noble Kale
17. Sep 2012 · 00:10 UTC
Additional:

Since I can't vote (not a participant), I'll give it some more in-depth feedback here.

Sound - 8 - Not complex, but not annoying, just the right feel for something that's aiming to be simple
Graphics - 7 - Though incredibly simple, things are consistent and it's easy to work out what's going on. The lack of complex graphics doesn't detract from the game.
Gameplay - 7 - If the controls stayed consistent, I'd rate this much higher.
Concept - 7 - Reasonable, though I'd like, perhaps to see some form of transition/change between the enemy to indicate their upgrades.

Overall: Great. Stripping things down to a simple look/feel means we see the gameplay itself, and it stands up well. Controls can be frustrating - especially when I transitioned between a level (with no indication of doing so) and was promptly slammed into a wall as the controls 'stuck'. The low responsiveness of the controls in later levels also hindered it. I feel that instead, if the game sped up instead of slowing me down - I'd get a much greater sense of Zone.