Midnight Squansh by Feast
You must survive through the nights and kill as many enemies as you can while playing with your own scale and the enemies's scale.
This is our first Ludum Dare game, and first game made in general in fact. We are a 2-man team.
What I changed since the Jam deadline: - A few texts to make the game more understandable. - Modified the jump a little bit, made it more intuitive. - Introduced online scoring! - Lowered the difficulty a bit.
-- CONTROLS --
Mouse 1: Jump
Mouse 2: Shoot
Arrow Keys : Move
ESC: Help/Score/Options
-- DOWNLOAD MIRRORS --
https://drive.google.com/file/d/0Bxgy87mb-aI4ZGM2czc4NEJRZUU/view (Mirror 1) https://drive.google.com/file/d/0Bxgy87mb-aI4RWN0RXVqT2l0ZHM/view?usp=drivesdk (Mirror 2)
Scores are uploaded online: SHOW ME WHAT YOU GOT!
Contact:
https://twitter.com/FeastSC2 :hugging:

Squansh hard, squansh fast... And don't get squanshed!
Ratings
| Given | 0🗳️ | 0🗨️ |
The UI is cool too, you did a great job !
I played two times and I really like it !
I was a bit frustrated about the collision (me crushing enemies but being hurt) but well I think I was bad that's all :p
Really good work guys !
- when you're out of ammo, the audio still plays when you fire. This leads to initial reaction, that bullets still hit, just get destroyed instantly because of close hitboxes - so I kept dying not knowing why enemies won't shrink.
- I'm so used to space being jump, that I keep pausing my game when I intend to jump. ESC is traditionally used for pause/in-game menu, right click for alternate fire or skill :) But a simple remapping option will fix that, so it's no biggie.
- the idea that you must shrink yourself to get more ammo, while neat, needs more work - it takes too long to actually get hit by your own bullet. Maybe that could be the skill under the right mouse button, just with a cooldown?
That being said, this has potential. Polished, neat idea, it could become quite addictive (even for me, if those issues I listed were addressed), everything seems to work smoothly code-wise - so in my opinion everything it needs lies in working on the mechanics, and adding some oomph to the graphics and audio to make it stand out. Well done.
Since this was submitted after the deadline though (based on the file dates), I'd advise you to include a changelog since the original release and the original submission from before the deadline for jam, people will be checking that.
And for space being equal to the menu it was because I was thinking maybe I'd put the game in webGL and I had seen that ESC didn't work then, ESC exitted fullscreen. So I needed another button that players would click on.
For the part where you get hit when you don't jump on top, if you jump properly on top, it won't happen, but since it's weird that you can kill and get damaged so I will change it too sometime tomorrow.
I added a change log and the reason I removed the older version of the files is because this way I can see the scores of people playing, it's funnier for me this way ;)