Gradioid by BeamKirby
Press F2 to reset at any time Press P to pause at any time
The evil War Menace has battled the Gradioid Federation in galactic warfare for decades. The federation has managed to keep peace for its civilians, but the War Menace has shown signs of designing a destructive weapon. The weapon is truly a force to be reckoned with, being a devastating war machine capable of committing mass genocide. The interior of the weapon is built as a labyrinth and the mechanisms are powered by the War Core. Now, it is up to one lone soldier to infiltrate the fortress-like weapon, destroy the War Core, and save the galaxy.
Can you save the world in this Shoot 'em Up Metroidvania mash-up?
Note: This game is difficult, but does have save points to record your progress.
Controls: - Arrow Keys: Move - Z: Shoot - Other controls are explained in game. - Controls may be changed by pressing F12 on the title screen.



Patch notes:
1.0.1 - fixed a bug in the ending that makes the game impossible to complete.
1.0.2 - added an interface to customize controls. (not so much a gameplay feature as an accessibility feature)
| Windows | https://gamejolt.com/games/beamld41/334340 |
| Original URL | https://ldjam.com/events/ludum-dare/41/really-awesome-game |
Ratings
| Overall | 238th | 3.561⭐ | 35🧑⚖️ |
| Fun | 274th | 3.394⭐ | 35🧑⚖️ |
| Innovation | 456th | 3.136⭐ | 35🧑⚖️ |
| Theme | 528th | 3.167⭐ | 35🧑⚖️ |
| Graphics | 210th | 3.574⭐ | 36🧑⚖️ |
| Audio | 103th | 3.561⭐ | 35🧑⚖️ |
| Mood | 83th | 3.625⭐ | 34🧑⚖️ |
| Given | 52🗳️ | 15🗨️ |
Perhaps that's just part of the genre, but it certainly makes it more difficult to rate the game.
This game is really polished, and, I imagine, pretty interesting. Sadly I can't seem to get farther than slightly through the second 'level'.
After finishing the game, it did occur to me that the first screen is significantly more difficult than the middle game, and I probably should have toned down the difficulty. Unfortunately, it's now too late. :P However, this is a fairly difficult game in general, and I'm aware that not all people will be able to enjoy it to its full potential.
1. My shooting finger got quite exhausted, it would|ve been awesome to just be able to hold down the button and continuously shoot (and map the charge shot to some other button). Speaking of this, please support different keyboard layouts, having Y be the main interaction button is really hard for people with qwertz or azerty keyboards.
2. I got lost and didn't know where to go next. A map would've been incredibly helpful.
Nevertheless I enjoyed this game a great deal and it's just extremely impressive for a compo entry. Amazing!
I just uploaded a patch that adds an interface to change one's controls. Technically, custom controls were already supported when the game was finished, but there was no interface to change the controls.
One bug got me stuck for a while: when you transition to the next screen, and you're moving into the ceiling or floor, you die after the transition. Not so bad, but I died after getting the shield, which meant I had to replay that section WITHOUT the worms being frozen. So that was hell.
While I understand you made a design decision with the charge shots, it meant that I had to constantly spam the shoot button, and now my fingers are dead tired. It was especially tricky at the boss fight, when you had to use the shield wisely AND shoot at the same time.... Also, if my bullets go through walls, what's the point of the door that protects the boss???
This thing could be a complete game on its own... Scary amount of content for a compo! Great sound, great art, fun gameplay... One of the best entries I've seen yet! Great job!
A couple design concerns that seem standard for scrolling shooters these days:
- The starting weapon (the only one I've used so far) requires repetitive tapping instead of holding down the attack key. I understand that you wanted to be able to charge the weapon, but I'd much rather have the charge shot be on another key. maybe X.
- There is no way to control the speed in this game. I'd like shift to slow me down and let me dodge tight clusters of bullets (you can have ctrl be used for boost, though I'm not actually sure what that adds to the game). With the current control scheme I ran into bullets way too easily because my character would fly across the screen at the slightest provocation.
- The hitbox seems to extend beyond the character a bit, making a box around him. This might just be my perception, but it was frustrating to be hit by things that shouldn't have hit me. Almost every scrolling shooter I've played has a hitbox the size of a few pixels in the middle of the character.
- I like the healthbar; it's less punishing than instant death whenever you hit a bullet. And I like the health refills that get dropped. This is not too common in the genre but I like what it does for the game. What I do have a complaint about is how little invincibility you get after a hit. I ran one game where the entire first screen (including the first boss) I got through taking no damage, entered the second screen with full health, and got shot to death by the first set of turrets.
These might seem like nitpicks, but given how standardized and formalized a genre you're working in it's pretty vital to have speed controls and a tiny hitbox, at least in my book.
A couple more minor notes:
- There seems to be a bug where you can move off the screen while traveling to the left.
- There's no indication when the boxes are going to spawn a new enemy. I've lost count of how many times an enemy would just spawn on top of me and take off my health.
The game is pretty good overall, in terms of level and enemy design, in terms of the weird branching path idea, in terms of the aesthetic and mood. But there are too many sources of frustration for me to continue playing to the end. I might come back to it later when I have more patience.
Feel free to ask for translation because it's in french :)
Have a wonderful day !
Thank you and I wish you the best in all your projects !