Raiders of the Lost Beer by sawtan

You are in dire straits, the beer is gone and you need to find it, oddly enough the first place you can come up with is within the local volcano, seems like you're not the only one that wants access to the beer though. Fight through waves of beer killing lava blobs to secure a good stash before the weekend in Can o´ Beer Games latest achievement "Raiders of the Lost Beer"


How to Play đšī¸

Powerups :beer:

Weapons đ¯



Pick up power-ups to gain an edge on the lava blobs, speed pills make you move faster, angry fist makes you rage and do more hurt, the machinegun and shotgun speaks for itself! Beer keeps you in good health! Go forth and conquer!
Tools đ ī¸
Graphics: Photoshop CC
Audio: sfxr
Code: VS Code(Emil), Atom(Sawtan)
Gamelib: Phaser 3
Team: đĻđą
@emil-sunesson - Code guru and beer lord :beer:
@sawtan - Graphics master and keg-slut :beers:
| HTML5 (web) | https://ludumdareosd.github.io/ld42/raiders_of_the_lost_beer/ |
| Source code | https://github.com/LudumDareOsd/ld42 |
| Original URL | https://ldjam.com/events/ludum-dare/42/raiders-of-the-lost-beer |
Ratings
| Overall | 101th | 3.935â | 25đ§ââī¸ |
| Fun | 75th | 3.891â | 25đ§ââī¸ |
| Innovation | 995th | 2.761â | 25đ§ââī¸ |
| Theme | 346th | 3.783â | 25đ§ââī¸ |
| Graphics | 500th | 3.565â | 25đ§ââī¸ |
| Humor | 219th | 3.381â | 23đ§ââī¸ |
| Mood | 389th | 3.348â | 25đ§ââī¸ |
| Given | 22đŗī¸ | 16đ¨ī¸ |
Sometimes the movement powerup spawned at the very edge of a platform and made me fall off. Otherwise a great spin on the theme and a nice style :)
Instant gameover from a single mis-step meant death was watching over my shoulder the whole time. I tested the lava after my game went long enough that I felt I could not commit more time without knowing the rules, so I stepped in willingly and learned the consequences, and played in earnest on my second run. I got a bit north of 200,000 score. The pickup that increased my speed was a startling fright in a world where the wrong foot placement is doom.
Top-down room battle has been done before, but I felt like you did a good job of achieving a nice level of intensity and required care. The art was nice, especially the lava, and the action was really clear, I appreciated the nice fat bullets.
If I could suggest one area to explore it would be in the mechanics of which tiles go. This aspect felt a bit disconnected and made me wonder if a more intriguing experience could be had if the enemies or my own actions somehow were the things that wrecked the floor. For example, a tension: I want to shoot this enemy, but not THERE!
Nice entry that I enjoyed, well done.
The lava sure is unforgiving, especially if you snag a speed power-up in mid brawl and have a general direction into doom and pain.
We went for the safe mechanic this time around, usually we are more than 2 guys, but this time around everybody was out on vacations and such, so playing it safe and do something tight became the priority, paned out pretty good in the end.
As usuall we wanted to do more with the game, but had to cut some features short (a boss fight would be great, better floor mechanics has been discussed as well).
Thanks for the playthorugh and we'll meet in the trenches! Cheerz! :beers:
It doesn't feel super original, but the instadeath on touching lava keeps gameplay interesting. I'm used to bullethell games having a bit more leeway on my own movement so I can focus on the things I'm shooting at, so this is challenging.
The different types of guns are fun; not sure if this is a bug, but sometimes when I have the machine gun it seems like it prevents me from turning for a couple seconds, which causes enemies to spawn faster than I keep up. Otherwise, again, solid!
More enemy types would be fun, as has already been mentioned. Also, random note: I especially like the "Get Psyched!!" font. Not sure why, it just pleases me.
@team-gaivot Many thanks!
@ezra-lafleur Ohh that makes my day to hear! Super glad you enjoyed it! Cheerz!
@sam-estep Thanks for the nice feedback! We'll try to reproduce the bug behaviour that you mention, and see if there's any needs for fixes. Great to hear that you reached Wave 8, it get's pretty hard at the higher levels, always hard to balance games during the jams, but this time around I think we keep a fairly smooth progression on difficulty. We wanted to do more enemies (gun turrets and boss fight), but time just ain't there for during a weekend :D Anyways, lovely feedback, thanks a lot for playing! :metal:
@devwithmartinus Ahh lovely to hear! Glad you enjoyed it! :beers:
I focus the enemies and move into the lava all the time!
But nice game. :)
Try our game too, maybe you'll like it)
Simple but effective idea, wish there was a bit more content but there isn't a lot of time to work! ^^
My only complain would be about WASD, as I'm using an AZERTY keyboard. Other than that, I think the character moves a bit slowly, but that's a minor thing. Great job on the graphics, would have loved to hear some music on it by the way ^^
Anyway, congrats for this good game! :)
I did feel this retro Doom-esque mood during playing, so kudos for that :) The only thing I would change is the lava border - it was SO easy to fall there getting powerups on the borders was totally pointless. I would exchange the border for more lava spawns during each wave!
Nice touch with gradual change in drowning tiles, but one touch == death felt too hardcore. Restorable *security armor* could decrease difficulty and add more variety in pickups (green vest or something).
By the way - great doom-like aesthetics.
We should've done a arrow key binding as well i guess, felt, to oldschool though, I used arrows and ctrl for shooting back in the Quake/Doom days (was a total late bloomer of the new "Mouse look" thing).
Music would have been great, tried to get into the groove several times, but it just wouldn't come out, we're going to try to find an audio guy for the next jam, so let's hope it goes better that time around :)
Thanks for the great feedback! Cheers!
Yeah, snatching one of them speed bottles right beside a border is pretty much death from the get-go, it's fun at times but frustrating if it happens to much. We did get some good ideas on how to make the floor mechanics a bit better, but the time to fix it just isn't there sadly :/
Anyways, thanks for the great feedback! Cheerz! :beers:
Yeah, a free pass over lava power-up would be a great addition to the game actually, you have it in store till you touch the lava and it's active a second or two before it melts away again, would've been pretty easy to implement as well really.
Thanks for the feedback! Cheerz!
Thanks for the neat feedback! Cheerz! :beers:
Fun shooter with nice graphics and correct sounds. I like the art style, a top-down doom like like this game would be really great, or even with multiple arenas and maybe co-op. The UI is also well thought, simple and clear, you can check your stats without losing focus.
I didn't encounter any problem or bug and everything went smoothly (Mozilla Firefox up to date).
The only problem was my poor skill, after three runs, I "game over"ed at $171k. :p
The controls are correct, the variety of weapons is a good idea as for the power-ups.
I downloaded your sources, I wanted to meddle with Phaser for a while so why not reading the code of a nice entry to see how it's done.^^
@ogma That's awesome to hear! $171k isn't all that bad, I don't think I've reached much higher than that either actually, so it's totally acceptable! The source can seem a bit rough, being made with a tight deadline and all, but I do think it's somewhat comprehensible. Great feedback to start off the workweek with! I salute you! Cheerz!