I'm a Revivor by NorthernHawk
Welcome to I'm a Revivor! A Top-down Shoot 'em up Game.

---We recommend downloading the game, the web version can get laggy sometimes---
In this game your objective as Anton is to resurrect the deadly undead crabs by shooting them with the life energy obtained from draining the plants that surround you!
Bring peace to the crab island!
One of the objectives we had in mind for this jam was using a full suite of open source programs :smile: you can find a list of the ones used below.
CONTROLS
- Left click: Shoot bullet
- Right click: Absorb life in a radius
- WASD or Arrow keys: Move Anton
AUTHORS (GO FOLLOW THEM :wink:)
PROGRAMS USED
- Godot Engine 3.1
- Aseprite
- bfxr
- Bosca Ceoil
CHANGELOG
- Added the arrow keys as an additional control to move the character
- Camera now shifts smoothly towards the cursor
THIRD PARTY ASSETS
Fonts: 'Kenney Pixel' by Kenney
Ratings
| Given | 1🗳️ | 1🗨️ |
Great game anyways!
Wish there was more of a use of the stuff you harvested though (or maybe i didnt play it long enough)
Really fun game though, good job :)
A bit too hard at the start, but the tutorial at the beginning makes it less frustrating, and you quickly understand how to play a bit better than just running in ^^
The pixel art is top notch, and the controls are quick and responsive. I just wish that the game was longer, maybe for a post-jam entry you could add more levels or randomly generated levels? :)
But great mechanics, smooth gameplay, nice concept, super cute crab migration :crab: , awesome Enter-the-Gungeon-esk graphics, effective sound design - your game has a really nice atmosphere and overall feel, I had a lot of fun, even if it was quite difficult with just a single life! If the camera worked as intended, I seriously would not have a single negative point, really well done!
I made a somewhat similar game but used shift/ space for abilities -- kinda wish I'd used left/right click now. Feels easier to remember.
One idea for camera is to zoom out based upon the player's movement speed. Another is to lerp the camera towards a point in front of the player, in the direction they're moving, so you provide some forward sight. Might be tricky. Dragalia on mobile does some of this stuff reallllly nicely, I was fascinated by it.
Regarding the camera, we originally had the camera moving towards the direction Anton was moving towards, but it felt a lot better when we made the camera just follow the mouse cursor. Zooming out could also be a solution, but we didn't want to break the pixel-perfect feel of the game :smiley:
Capturing the life from the crabs is a neat idea!! Thus tying it back to how much ammo you have. Ah making games is fun :)
The camera movement could use some work, like others have mentioned. I found a simple way to deal with it that works really well in one of my previous entries (I'm sure I'm not the first). Basically you just want to position the camera half way between the player sprite and the mouse position on every frame. It lets the player look ahead almost a full screen, but at the cost of seeing behind them. It looks like this...

The best part is it is dead simple to implement. I use it in all my mouse shooters now.