Vampire Fish by DarkGuardsman
In the dark caves under a long forgotten castle lives a terror of the deep forever fueled by blood.

Download: https://github.com/DarkGuardsman/LD44-Vampire-Fish
Game
Play as a vampire fish that needs to constantly consume blood to live. Time is your enemy, every movement is your enemy, and even each bite drains you of the blood you need to live. The blood is both your dept to pay and the very thing you need to spend to get more.
Controls
W to go forward S to go backwards Mouse to aim / change rotation Left click to attack
Mobs
Basic fish - Low HP, High blood drop rate, Quick snack

SunFish - High HP, Medium blood drop rate, Tough as nails

SlimeFish - Medium HP, Low blood drop rate, Not as tasty

UI
Due to limited time the only UI that exists is the instruction start, HUD, and game over screen. There was a plan to clone the UI we used for our LD43 game which includes a menu with usability controls, custom keybinds, graphics settings, etc. However, I (darkguardsman) only ended up having ~10 hours to work on the game due to other responsibilities. Future versions will include better UI elements if we continue.
Credits
- Audio - Freesound.org
- Coding - Darkguardsman
- Design - Darkguardsman
- Idea Starter - Graugger (who wished not to make an account to get credit)
- Graphics - TrisAstral
- Unity - For being easy to use
Issues/Limitations
AI are super simple, they contain local avoidance to avoid each other and the player. However, have no actual logic to deal with getting stuck or collisions. So expect fish to be derpy in some cases
Physics can be touchy at times, especially if you rotate while next to a wall. This can cause your fish to flip through the air for a short burst. Not really an issue as it can be a fun mechanic, however, was not by design.
Attack range is really close, you basically need to get your teeth right over the target.
Firsts
- Working as a team (last 2 attempts were solo)
- Included audio
- Actual art
- Level Building
Features we missed
- UI - Would have loved to make a full menu, hud, etc
- Enemies - Plan was to have several aggressive mobs (other vampire fish, electric eels, string rays)
- Dangers - Plan was to have environmental dangers including sunlight, spikes, and falling objects
- Levels - We ended up with 1 really rough demo level the goal was at least 3 simple levels with objectives
- Upgrades - Spend blood to make your fish better
- Power ups - activatable upgrades or one off upgrades that allowed interesting effects (slime fish, bat fish, dash, cloak)
- Better AI - random pathing, environmental behavior like eating plants or sleeping, chase mechanics
- Bleeding - Have fish bleed rather than dropping blood right away
- Better graphics - blood drop effects, more enviromentals, etc
Ratings
| Given | 11🗳️ | 9🗨️ |
I have to be honest;
The gameplay wasn't anything special, but still i appreciated the mood of the overall game.
I don't think it needs better graphics;
I would have rather have a small non-intrusive soundtrack and a little bit more polished gameplay.
If you want to add more to the macabre vibes of the game maybe the fishes could make noises when you attack them, and different parts could float around after they die…
I think it also might work well, instead of pressing w, by moving forward by clicking.
@dikkop Yep UI needs a lot of work, really only hit the minimal to make it playable. Honestly the hardest part of this was not the team but lack of planning. I did nothing the first day, a few hours the second, and only added art the third day on my lunch break at work. Honestly the art work is the only thing saving it XD
@aqws3 yep animations would have been amazing. Neither of us working on the game know how to animate sadly. Guess I get to learn :P