Der Raum by alexfalkenberg
After a nontrivial amount of home IT support for myself, my son and his friend (both of which are also participating in LD42 and have Compo submissions in!), I'm finally able to get my uploads worked out. Fixed a few bugs along the way, hope no one minds. All substantive work was completed by the deadline, I swear. :)

Der Raum is strongly inspired by an arcade game from my youth, the name of which I'm not going to reveal just yet to see if anyone recognizes it. I spent many, many quarters on the game as a teenager.
The gist of it is you're trapped in an ever-shrinking room and need to get out... and you will, only to find out you're stuck in another room, over and over again, and it's only getting more and more crowded each time.
I have more enemy types partially complete but not playable in the game. The game should be a progression of enemy types, each with their own behaviors. But, since I don't have them all ready, I've opted to let you play one room over and over again, with sliiightly increasing difficulty every runthrough. It does get quite challenging, and eventually, of course, you WILL fail.
CONTROLS:
As follows, but note:
A DUAL-STICK CONTROLLER IS REQUIRED! (keep reading)
- Left stick: player movement
- Right stick: shooting
- Start / A: start the game from the title screen
- M on keyboard: toggles audio muting on/off
While the arrow keys on the keyboard still work for player movement, this game is controller-based. It's a twin-stick shooter, basically, in my incarnation... although I have limited the firing to eight directions as a hat tip in the general direction of the yet-to-be-revealed arcade original.
And for those of you that don't have controllers, I am truly sorry. I'm OK with it being a controller-only game. It was developed and tested with a newer bluetooth-capable Xbox One controller, both via BT and via USB cable. I suspect any reasonably-modern dual-joystick controller would work (old PS2/PS3 controllers, 360 controllers, random Logitechs, etc). If any of you try other joysticks with success, I'd love it if you'd let me know. :)
I created some music using Auxy on my iPad this time. I'm not a musician, and I'm not a composer. It's not exactly the music I had in my head when I was making the game, but I figure something is better than nothing. I'm also not all that wild about most of the sound effects in the game... but again, solo compo participant, limited time, and it's still better to have something than nothing.
I both love and hate that audio can really make or break a game's feel. Hopefully it'll grow on you. I think I'm missing a few sounds here and there, but nothing crazy-important. And again, the M key on the keyboard is there if you hate it all or just wanna quietly play. ;)
I spent a lot more time on art this time, which I'm pretty happy with, though most of it like the majority of the mechanics work, you won't get to see--yet, anyway, I hope.
TOOLS:
Game was made with Construct 2: https://www.scirra.com/construct2
Audio was created using Auxy on iPad, bxfr, and ChipTone.
Auxy: http://auxy.co/
bfxr: https://www.bfxr.net/
ChipTone: http://sfbgames.com/chiptone/
Images created in PyxelEdit, with some light MS Paint usage: https://pyxeledit.com/
Progression tables done via Google Sheets.
Google Home streamed "Code Radio - 24/7 concentration music for programmers" from freeCodeCamp.org via YouTube: https://www.youtube.com/watch?v=PQ22pgaXog4
WinSCP used to upload HTML5 code and the various game builds to my website: https://winscp.net/eng/index.php
If you find any breaking bugs or other annoyances, or even *gasp* an Easter egg or two (maybe?)... please let me know. I'd also love ANY other feedback you can offer.
Those that leave a well-intended comment, I'll definitely rate you back!
And since my son and his friend were here all weekend making their games, why not reward them with a rating? I'm sure they'd appreciate it, and I'd like to think they'd also rate you back. :)
My son's game, TENORMS: https://ldjam.com/events/ludum-dare/42/tenorms
His friend's game, FaceGuy: https://ldjam.com/events/ludum-dare/42/faceguy
Thanks for reading this, have a great LD!
-A
If audio/music doesn't autoplay when you start the game:
I thought I had a bug, but I'd forgotten that Google changed Chrome to disable the autoplay of video and audio--as many users were annoyed by auto-playing ads. This sadly also affects games.
You have two options: Hit M twice on the keyboard to toggle the audio off and back on again. Another, more "permanent" option is to change the setting in Chrome. This will, however, affect anything that autoplays audio and video, so you may not want to make this change. I wouldn't blame you. However, I'll provide the information and you can do with it as you please.
Put the following into the Chrome address bar:
chrome://flags/#autoplay-policy
You'll see the option at the top of the page called "Autoplay Policy". From the dropdown to the right, select "No user gesture is required". You will likely need to restart your browser.
If I were you, I'd just double-tap M and leave your browser settings alone.
Ratings
| Overall | 361th | 3.375⭐ | 34🧑⚖️ |
| Fun | 232th | 3.484⭐ | 34🧑⚖️ |
| Innovation | 419th | 3.094⭐ | 34🧑⚖️ |
| Theme | 200th | 3.871⭐ | 33🧑⚖️ |
| Graphics | 339th | 3.297⭐ | 34🧑⚖️ |
| Audio | 379th | 2.833⭐ | 35🧑⚖️ |
| Humor | 265th | 2.645⭐ | 33🧑⚖️ |
| Mood | 323th | 3⭐ | 33🧑⚖️ |
| Given | 37🗳️ | 37🗨️ |
Great implementation of the theme. I can really feel the room getting cramped as the enemies pile up and the space to move around gets smaller and smaller.
The random zoom-ins and especially the title screen leave me feeling a little bit dizzy, though. Kinda deters me from playing for any extended period.
As for the title screen and the zooming, it's probably a liiiitle over the top--gotta get a bit of razzle-dazzle in it somewhere. ;)
I pretty much liked your game, but couldn't pass the 4th level.
At the third game, it felt like it could maybe have some more variation, like a way to make the screen bigger, to create a urge ! :)
But amazing job here, this is a very neat idea !
Sadly I cant remember any similar games like that from my childhood but now I really wanna know what game you are refering to. :D
I actually liked the music but the SFX could be a bit toned down in my opinion.
Otherwise this feels very polished. The zoom effect, the 2D art and the overall feeling of this game is pretty neat. Very nice entry, especially for compo!
@luca1152 There was no easy way to do twin-stick-style shooting with a keyboard in the time I had. I have some ideas for the future, and I'm sorry about the restriction... And you're right about the starting of the game... not sure how I missed that. Ugh.
I'll see what I can do in a future update. As for the description, well, I'd rather there be too much info than not enough. I don't care if everyone reads it, but for those that might want to, it's there. :)
@awesomealliterationalliance I'd be happy to let you know after the voting. ;) Thanks for the compliments and feedback. Audio has unfortunately never been not my strong suit.
I think it would've been nice to have more prominent damage sound effects. There was a sound effect for taking damage, but it was hard to hear over the shooting sound effect, and I couldn't hear any sound effects for shots hitting enemies.
I used a dualshock 4 controler via USB, and I was getting the bug mentioned above where only the left/right shooting controls responded, but only on the web version - the win64 version worked fine. The problem seemed to be that the 'fire up' control was stuck on (so I was always firing up and could only change that to up-left or up-right).
The sound was so last minute that I know it kinda sucks. I got so caught up in trying to find or create some basic music that the effects just weren't working out for me. Will definitely be straightening those out.
I appreciate the feedback and bug report. Hope your LD is going great!
I know how you feel with the sound effects. Mine are always last-minute and never sound as good as I'd like, haha! Although last LD, I did discover that recording sound effects can work well, even with a terrible microphone.
Thank you! Best of luck to you in the rankings!
And I really appreciate the feedback. I am working up updates, adding levels/enemies and tweaking some things.
As for ranking, I really hoping I hit 20, but I've been really busy since the jam and haven't had the time to rate as many games as I'd like. Trying to make up for that over the next day or two!
Take care!
EDIT: btw, your game... wow! :)
Also, I just played yours and left you some feedback. Take care! :)
As much as I love the arcade style of the audio, when you shoot is quite loud, and gets annoying very quickly. So I would either cut back on the volume sightly or maybe control the effect to play slightly less often.
@darkguardsman I started down that road and realized I just wasn't digging the feel enough to put it in and keep it. Time constraints also played into it. Anyway, sorry about that. I'm probably going to end up, in addition to the dual-stick controller, doing a hold-to-fire button and go all-mouse, or possibly WASD with a mouse. WASD and arrows doesn't really work, tho I guess that's why it would be an option... hmm. Something to think about! Thanks for the feedback--I really appreciate it.
@meatpudding Yo, thanks! :)
I do wish the character had instant deceleration though. It would make the controls feel less slippery.
Overall, nice job.
WASD and mouse-to-aim/shoot has been pretty successful for PC-based arcade shooters, so I think you're on the right track considering something like that for the future. But yeah, the controller felt great.
Sounds and music are appropriately arcadey. I didn't find the shooting effect annoying, but it did seem to drown out your other effects.
The zoom-in when getting too close to the Eyeball enemies was pretty disorienting, but that was probably intended - a unique special ability. And at least once I realized what was triggering that I could anticipate it. That said, the zooming on the title screen is a wee bit much ;)
The little green fellas don't move, so just have to be avoided and quickly cleared. It would have been interesting to see a few more enemies here, but compo time limits are what they are.
Nice, responsive little arcade shooter! Good work :)
I played with the deceleration trying to get the player feel down. When I totally removed it, it just didn't feel right. There's something about the gliding that feels better to me. Given I just throw you into whatever at the start of subsequent levels, you're already taking damage all the time anyway. ;) Another thing to think about, though; I might look again and reducing it some.
@holdmeimscared I hear you on the controls. I'm pretty sure that will be added now; just need to make sure I can make it feel right and good.
Audio... my albatross. :\ All very last-minute, so definitely more work needs done there.
The large-enemy zoom-in and subsequent disorientation was intended, though it may well be too much. There's also an audio cue to go with it when you get too close to them, probably drowned out by player shooting tho. LOL
Little green fellas... should move a little. Just didn't get it done. Definitely have variants of that partially completed just not yet implemented.
@hellsquirrel Right back atcha! Thanks! :)
Thanks for the feedback!