Pain Geometry by Malvern
The sketchiest rogue-like shooter in Ludum Dare 35!
Best played in fullscreen.
Controls:
Arrow Keys move
Left Mouse button shoot
Cursor aim
Known issues (being worked on):
The text that's supposed to appear when you pick up items is not visible. All you need to know is that the arrow shaped items boost fire rate and the Xs boost your bullet damage. The wedges that enemies sometimes drop also refill your unlabelled health circle, seen in the upper left.
Item animations aren't playing.
Enemies will sometimes spawn too close to player and spawn kill them.
Player's square is supposed to play an animation of it being sketched in on the loading of a level but currently isn't coded to do so (the animation gets loaded into memory though!)
Things you've been spared from in this build because of lack of time for :
Hilariously awkward, out of tune improvised acapella music sung by yours truly.
An SFX and music volume slider.
Multiple enemy types.
The mechanic that tied into the theme for this year's Ludum Dare (hence why this isn't being put into the running for that category).
The game actually ending, the way it's implemented now is kind of an endless mode.
Made with:
Audacity for recording mouth noises
GIMP for the wiggly text and buttons that actually look pretty sweet
Aseprite for scribbling sprites
Phaser to keep the whole thing running
Cloud9 IDE to develop it
Changelog:
4/19/2016
- Fixed tab crashing issue
- Fixed issue where hallways wouldn't spawn for the exit room, rendering the level unfinishable.
- Moved game hosting over to itch.io
#LDJAM
Best played in fullscreen.
Controls:
Arrow Keys move
Left Mouse button shoot
Cursor aim
Known issues (being worked on):
The text that's supposed to appear when you pick up items is not visible. All you need to know is that the arrow shaped items boost fire rate and the Xs boost your bullet damage. The wedges that enemies sometimes drop also refill your unlabelled health circle, seen in the upper left.
Item animations aren't playing.
Enemies will sometimes spawn too close to player and spawn kill them.
Player's square is supposed to play an animation of it being sketched in on the loading of a level but currently isn't coded to do so (the animation gets loaded into memory though!)
Things you've been spared from in this build because of lack of time for :
Hilariously awkward, out of tune improvised acapella music sung by yours truly.
An SFX and music volume slider.
Multiple enemy types.
The mechanic that tied into the theme for this year's Ludum Dare (hence why this isn't being put into the running for that category).
The game actually ending, the way it's implemented now is kind of an endless mode.
Made with:
Audacity for recording mouth noises
GIMP for the wiggly text and buttons that actually look pretty sweet
Aseprite for scribbling sprites
Phaser to keep the whole thing running
Cloud9 IDE to develop it
Changelog:
4/19/2016
- Fixed tab crashing issue
- Fixed issue where hallways wouldn't spawn for the exit room, rendering the level unfinishable.
- Moved game hosting over to itch.io
#LDJAM
| Web | https://lordmalvern.itch.io/pain-geometry |
| Source | https://ide.c9.io/lordmalvern/ld35-game |
| Original URL | https://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=15235 |
Ratings
| Coolness | 33% | 1754 |
| Overall(Jam) | 3.00 | 751 |
| Fun(Jam) | 2.94 | 693 |
| Graphics(Jam) | 3.41 | 496 |
| Innovation(Jam) | 2.75 | 791 |
I enjoyed the art style, though. The geometric feel was great.
I like the art style!
The blob sound is pretty good.
I did not see the theme shapeshifting in the game though...
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