Shall they up? by LeReveur

[raw]
made by LeReveur for LD 40 (JAM)

Cover image

Another basic shoot'm up. Or is it?

- Where's my space gun?
- There.
- And the other weapons?
- Er…
- What?
- The Konsorsium don't give weapons if you don't need them.
- …
- Budget cut.
- So, how can I have more weapons?
- You must need them for the next mission.
- What das it mean?
- In other words, you need to take some risks and take missions where some ennemies need some weapons to be killed.
- But, the last time I done that, they gave me precisly the weapons that don't work on the worst ennemy!
- Yes, I know. And that's the same here.
- …
- Sorry. You still have the choice.
- Fu***ing budget cuts.

___

Hi!

I never made a shoot'm up before, and I was excited to have an idea for that kind of game with this theme. But, as always, making a game type I never done before was very challenging*. I hoped (naively, again ^-^) to add some fancy graphics, funny sounds, perhaps a little old music, and other juicy stuff, but this cannot happen when you are still a beginner in game making (yes, even if it's my 15th LD, I still consider myself as a beginner in that skill ^-^).
What I hope now, is that you'll have a little fun playing this game, for wich I gave time and passion, even with a poor result compared to my first idea - but, hey, that's part of this competition. ;)

* and this time I challenged myself more than ever, because I choosed to use my own HTML5 "engine", that I started to code only few weeks ago… I'm crazy, and I know it. :P
(however, note that this way, the full code of my game _ is _ my game itself :D)

___

Edit : You can now play with a post-jam version. Added (very) few things, and little tweaks on some variables.

*/!\ please, remember that you must rate only the regular version *

post jam changes :
- reduced (a little) the player size and touch ray - spawn probability compensated - added some training bots in the choosing screen (it's better to test weapons on something) - adjusted some weapons, and added lateral bullets on the spread one - added a little ping effect on bullet collision (only if target harmed) - now, your best score should be kept between sessions (on local storage) - beautify score bug fixed - drawing bugs fixed - global graphical enhancement - added exploding effect on kill

(please reload page if you tried the previous post-jam version)

___

Ratings

Overall 774th 3.22⭐ 61🧑‍⚖️
Fun 610th 3.276⭐ 60🧑‍⚖️
Innovation 679th 3.051⭐ 61🧑‍⚖️
Theme 465th 3.551⭐ 61🧑‍⚖️
Graphics 1001th 2.526⭐ 60🧑‍⚖️
Humor 849th 2.306⭐ 51🧑‍⚖️
Mood 1020th 2.51⭐ 53🧑‍⚖️
Given 81🗳️ 87🗨️

Feedback

teekeks
05. Dec 2017 · 06:22 UTC
A shoot them up with a twist. Nice!
Noa Calice
05. Dec 2017 · 06:27 UTC
A nice little game ! Eveyrthing would of felt a tad more polished if you added some simple sound effects ! Still, I enjoyed playing it, cheers :) !
Amir Bayareh
05. Dec 2017 · 06:34 UTC
Very interesnting approach about the enemies that can't be killed with the new weapon. It adds to the challenge!
I would love to see this game with new sprites, and some kick*ss sound effects too.
ponker
05. Dec 2017 · 06:44 UTC
Fun and challenging! Would be a tad better with sound though like @noa-calice said!
almost
05. Dec 2017 · 08:44 UTC
This was pretty cool after I figured out what was going on. Switching weapons based on what enemies your facing while also trying to aim and dodge projectiles is hectic but fun.

At first I thought that I had lost every time that it showed my score and asked me if I wanted to use a new weapon.

The preview for the missile confused me (it orbited me so I thought it was like a shield). The spread shot seems really strong, but the enemy spread shot is hard to dodge because of how large the player's hitbox is.
schizoid2k
06. Dec 2017 · 01:29 UTC
I liked the concept, but I was also a bit confused to exactly what I needed to do. After a couple of games, I think I understood. I liked the game, and I think with some sound effects, and a bit more defined graphics, this could be a nice shooter. Congrats!
Marine Furlan
06. Dec 2017 · 02:44 UTC
I'm so bad at this game aha, I have so much difficulties to know what could be the best moves with just this unique axe. That been said it adds some good difficulty, not so balanced but near ! Also the idea about weapons attributed to ennemis is great
EnchaeC
06. Dec 2017 · 03:08 UTC
Very fun. Being able to move vertically even a little bit could've expanded the selection of strategies. Good job.
Versatile Box
06. Dec 2017 · 03:08 UTC
Interesting, it could be expanded!
rargrave
06. Dec 2017 · 03:12 UTC
It wasn't until I read through the comments I realized you needed to cycle through weapons. I couldn't figure out why I'd say "yes" to using a weapon but never get it. Also the arrow keys didn't work for me. Overall a neat idea with a bit of polish I think it could be a fun game.
Versatile Box
06. Dec 2017 · 03:54 UTC
Needs work, but overall good!
Moski
06. Dec 2017 · 04:57 UTC
You'd think that with all those cool weapons the game would end up being easier. Nope. They're a trap. Each new one places a new brick in a bullethell of the player's own making.

The premise and the game were simple, but their effectiveness is still a thing to behold. The game was challenging, yes, but not necessarily unfair (except on the early stages, where I did feel that I couldn't kill the purple enemies fast enough).

Jolly good submission there. Glad to see that tried and true mechanics can still be fun with such a spin. In behalf of our team, we hope to see more of you later! Keep up the good work! :whale:
AffinityChris
06. Dec 2017 · 05:17 UTC
Fun! I like the weapon varieties, it created some good challenges with which enemies to prioritize.
vfabien21
10. Dec 2017 · 19:51 UTC
Ok, graphics are placeholders. But the idea is really cool, it was fun to play, and I like that we get the choice to take a weapon or not! The introduction text made me laugh.
And suggestion though : it would be cool, when you kill a special foe, if he didn't come back straight away, but a few seconds later.
kleinzach
10. Dec 2017 · 20:26 UTC
Great idea. I made a few playthroughs to try skipping some weapons corresponding to some of the harder enemies, which was great. I would say that the controls were a little clunky for the amount of precision the player was expected to have, especially for the very tight patterns of the spread shot enemies. Overall very well done though.
sgadrat
10. Dec 2017 · 20:58 UTC
I want to see this with the polish it deserves. The idea is golden, the humor is good, but... Explosions, particles, screenshakes and punchy music are non-negligible parts of shmups.
maybe
11. Dec 2017 · 01:00 UTC
Man, solid game! I really enjoyed it and I mean it!
You got the theme on point!

Here is my final score:

![Screenshot_25.png](///raw/607/2/z/e763.png)
Minemes
11. Dec 2017 · 01:08 UTC
Nice game. Moving up and down would be nice.
maybe
11. Dec 2017 · 01:18 UTC
Moving up and down would be nice. [2]
aeveis
11. Dec 2017 · 05:18 UTC
I liked the trade off! The colors were helpful in knowing which enemy was invulnerable to which weapon. More feedback would have been nice, but good job that you got your own engine running!
mshopf
11. Dec 2017 · 22:42 UTC
Nice! One additional possibility for a bullet hell! I like the idea that you actually change the attack waves by your weapon choice.
Good job with the own engine. Some sound effects would be helpful, though.
SabbyCo
12. Dec 2017 · 04:06 UTC
I love the integration of the theme! Very fun and very creative. Sound could add a very nice effect. I didn't like how the bullets from just the default weapon had some randomness to where they shot, it makes it virtually impossible to aim. Very awesome game!
CodeChomper
12. Dec 2017 · 19:46 UTC
I like your take on this one! Having more weapons and enemy types really made it worse lol. I found myself switching through the weapons trying to find the one that would kill the most enemies and there wasn't a time where a specific weapon would work for everyone so you did a great job balancing that mechanic. The AI was good too, they would stick to their patterns and then they would chase me! Awesome entry can't wait to see what you do next LD!
BlakeMcDeezy
13. Dec 2017 · 14:25 UTC
I was a bit confused at first, but once I started to understand it I had more fun! Cool concept!
Badly Drawn Rod
15. Dec 2017 · 21:05 UTC
That was an interesting idea. I liked being able to switch weapons, but at the same time this caused me issues as I probably spent more time looking for the perfect weapon than I did in actually shooting the enemies.

Shame there's no sound, but it's a neat idea.
CaylebLucas
16. Dec 2017 · 09:09 UTC
Really enjoyable game, well executed too :)
Trozeman
16. Dec 2017 · 20:19 UTC
WTF? =) I just went to see ... and woke up in 2 hours! GJ!
MagmaFortress
17. Dec 2017 · 03:55 UTC
I like it. Weapon switching felt a little cumbersome to me. Maybe having a set number of weapon slots I could switch immediately to would help there instead of having to scroll through them all?
louckousse
17. Dec 2017 · 10:58 UTC
Nice work!
Baby Dino Herd
18. Dec 2017 · 04:34 UTC
A little more feedback on enemy damage would really help -- the first time I played, I couldn't tell if I was damaging the purple enemy. After that though, I thoroughly enjoyed playing this game. It's one of the most fun I've played this jam. The link between the weapon type and enemy behaviour was, in the end, distinct, but different enough to be interesting. Great game!
KeiLazu
19. Dec 2017 · 03:34 UTC
fun game of course, i'm a bullet hell player and still enjoy this much.....

feedback is the "hit collision" is too big, i mean....the whole body, usually (or some) "stg" or bullet hell, have a little dot that which is "the collision thingy", touch that and boom, you're gone (or decrease health in this game)

sorry i just compare it with touhou project and mahou otome since bullet hell and stg is my passion

but great stuff tho, multiple types of enemy, multiple "bullet type" and stuff, give this game an audio and it'll be super awesome, great game :D

oh and the control, i'm not used that up/down arrow as "change weapon", i want to rush thing but this game only control the x axis.....but still fun tho
TechnoNugget
19. Dec 2017 · 06:25 UTC
lotta fun, little polish
🎤 LeReveur
21. Dec 2017 · 01:37 UTC
Hi all! I didn't react at your (wise) feedback before, but I read all that you said. Thank you all a lot for having tested my game, and the precious feedback.
I added a little post jam improvement, I did not do a lot, but I added one or two things with some of your feedback in mind. I hope you'll like that, and sorry but there is still no sound (yet). :P
(I can't promise that I will set another post jam improvement, but I'm seriously considering it)
🎤 LeReveur
22. Dec 2017 · 19:17 UTC
Hi!
I extended the post-jam version with a bunch of little things.
I hope you'll enjoy ;)
knarf
23. Dec 2017 · 11:17 UTC
Great concept ! It was a little bit hard at first, I wanted to try subtile weapon combinations to check what was the more efficient to killem all ... Then i felt a bit frustrated by the weapon slow cooldown, spacebar constantly pressed, and discovered that i could mash the key that changes the weapon instead, then the game became almost too easy, but i'm feeling good when stomping frenetically some fire button :) I took the risk and scored something like 11 000. Great job ! Cheers !
CreamyBacon2
24. Dec 2017 · 07:37 UTC
Your game followed the theme to a T! I played through with no upgrades, and it was easy. I went back through getting every new gun and oh boy it was tough. I would say make the player hit box a bit smaller, but other than that good Job!
tuzepoito
26. Dec 2017 · 15:48 UTC
I like the idea but I am not sure about having to ask every time if you want a new weapon, I felt it broke a bit the pace of the game. If the game needs to advance, then so be it. Also, the controls would sometimes conflict with the controls of the browser itself, even on Firefox. Eventually, after the third enemy the game quickly turned into bullet hell, with those purple enemies that shoot directly at you, it became difficult for me to keep track.
SirPumpy
27. Dec 2017 · 02:33 UTC
5.134 Points :D Neat game, but some kind of hit feedback would've been great! The post jam version feels a little better in that regard as I could make out if at least my gun does any damage. Thanks!
Geckoo1337
27. Dec 2017 · 22:51 UTC
Good enough for a space shooter project in less than a few hours. Controls are effective as I expected. Well done ++
FuriousWitch
28. Dec 2017 · 12:36 UTC
Nice solid game and very innovative idea. Enjoyable in a frenzied sort of way. I felt it got very difficult very fast so you might want to make it more gradual. Also, as others mentioned, it conflicts with the browser's controls which adds another unnecessary level of difficulty :D

Congratulations on your entry. Good job :)