Lucky Grenades by GGC_Language
This game made for Ludum Dare #35. We made it in 72 hours. Here you need to survive as long as you can...
Controls:
W A S D | Mouse Click (to shoot invisible grenades)
Controls:
W A S D | Mouse Click (to shoot invisible grenades)
| Web | https://ggc.itch.io/lucky-grenades |
| Source | https://gist.github.com/MRGGC/2b97f1fd584fbbf5e784dec50804aa1c |
| Original URL | https://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=60153 |
Ratings
| Coolness | 14% | 2155 |
| Overall(Jam) | 2.20 | 1173 |
| Audio(Jam) | 2.73 | 571 |
| Fun(Jam) | 2.53 | 972 |
| Graphics(Jam) | 2.13 | 1048 |
| Innovation(Jam) | 2.07 | 1090 |
| Theme(Jam) | 1.80 | 1128 |
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
Unfortunately, the pathfinding algorithm you chose means enemies bunch up into a single blob all to easily, making it possible to just circle round the enemies indefinitely and forget the attack altogether. You need to get some path prediction or group coordination (simple vector driven swarms could work) going.
The titular 'Lucky Grenades' not only felt redundant but also completely over-powered. It was possible to wipe an enemy out within a second of them appearing. I'm guessing they were invisible because you ran out of time to work on the art for them?
Overall, a nice looking, awesome sounding little game with a solid core concept, however the execution needs work.