Hellrena by LeFayGames

Kill as many monsters as possible but watch out - they don't completely disappear
Online Highscore - Can you make it to the Top10?

Controls
- Move with WASD or Arrow keys
- Control gun direction with mouse
- left click to shoot
- right click to reload
Team
- Tim Bureck - Programming
- Barbara v. Hunnius - Programming
- Fabian Pohl -Art/Game design
- Kay Schaefer - Music
- Mario Schütt - Special guest star
Feedback is always welcome!
Notes
Sadly health pickups aren't working 100%. We used the new Tilemap System and there seem to be some problems with collision and detecting which tile you collided with.
5.12., 1:20 pm (CET/MEZ): Highscore working properly in WebGL version
10.12., 2:15 pm(CET): Improved on collision detection for slime, fire and health pack fields
Twitter: @tbureck, @arabrabadanak, @Liga_Manager
| HTML5 (web) | https://lefaygames.itch.io/hellrena |
| Windows | http://lefaygames.com/ld40_final.zip |
| Original URL | https://ldjam.com/events/ludum-dare/40/hellrena |
Ratings
| Overall | 862th | 3.12⭐ | 27🧑⚖️ |
| Fun | 769th | 3.08⭐ | 27🧑⚖️ |
| Innovation | 957th | 2.7⭐ | 27🧑⚖️ |
| Theme | 491th | 3.52⭐ | 27🧑⚖️ |
| Graphics | 750th | 3.18⭐ | 27🧑⚖️ |
| Audio | 602th | 2.771⭐ | 26🧑⚖️ |
| Humor | 709th | 2.636⭐ | 24🧑⚖️ |
| Mood | 777th | 3.021⭐ | 26🧑⚖️ |
| Given | 28🗳️ | 30🗨️ |
At one point the music stopped playing, and that sort of hurt the experience for me. One thing I definitely gotta say though, the reload felt oddly satisfying, and one key mechanic that kept me playing as long as I did.
Unfortunately the ideas are let down by the execution. The basic movement, shooting and combat is unsatisfying, there's very little in the way of juice and feedback to make hitting the enemy feel good. The enemy movements are also bare and doesn't feel good.
Controls wise the clicking to shoot is problematic - In this case, being able to hold down the button to shoot at the maximum interval speed would have been much better. Also the reloading doesn't make sense - the best way to play would be to just click both mouse buttons continuously. Reloading should be its own interesting choice.
The way the corpses are dealt with means it's basically a game of entropy - you WILL lose ground to irritating corpses, and the rate at which it happens is too slow for meaningful challenge to set in - the escalation is too slow and that makes the experience a bit boring. You want to speed the challenge up so that it feels exciting, so the player can lose and come back to play again, rather than feeling like you're just waiting for the next thing.
Also feel like there's not much choice/challenge in the corpse piling up - if there were ways to make them sit on each other or something, one could conceivably harness the skill of piling corpses on top of one another to avoid having the field saturated so quickly. This would require tweaks to the rest of the game - player movement speed, enemy movement speed, etc, too, of course.
Great job overall!