Barreus by bar0net


Barreus is a game about shooting your way through a level. The more health you have, the worse your weapon is. Not only being injured improves both the damage output and the firing rate of your gun, but it also widens your field of view.
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Made in 48-hours from the Ludum Dare Compo by Jordi Tudela Alcacer using: - Unity 5.6.3p2 - Photoshop - Bosca Ceoil
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Directions
Just kill the enemies, avoid getting hit by anything dangerous and try to manage your health efficiently. The crates may contain a health package that increases your life points by 1 or an ammunition bonus that allows you to fire three bullets at once.
W-A-S-D: move
Mouse: aim
Mouse 1: shoot
Space: jump
P: Pause
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MODES
Play: try to complete 3 levels of increasing difficulty, you just have to reach the reach the door at the end of the level.
Arena: How much time can you survive in this close arena? Try to get those crates to increase your chances!
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COMMENTS
- Both the Mac OSX version and the Linux version are untested.
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Bugs
- Jump is not always responsive
- The enemies should leave a white silhouette behind. Some don't. [?]
- It is rare but you get damaged by some invisible entity [?]
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Changelog
[2017/12/05 - 19:00] Recompiled the macOSX Universal version. Uploaded a macOSX_64 version.
[2017/12/05 - 22:00] Added a brief postmortem I wrote in my blog in the links list
[2017/12/05 - 23:00] Bug fixes: - The doors at the end of the level get you to the next level instead of the main menu. - The enemies now should be more consistent at leaving a white shadow when they die. - Addressed a bug where you got hit by something invisible by making sure all colliders in an enemy get deactivated on death.
[2017/12/06 - 2:42] Bug Fixes (Not committed to the LD40 entry): improved jumping behaviour.
All times are CET.
Since both bug corrections where major and I believe they have an important impact on the game, I will be leaving the original version with the change level bugfix (since it doesn't allow the player to progress and it only required a quick fix). If anyone would like to play the latest version, links are available here
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Contact
Ratings
| Overall | 633th | 2.667⭐ | 23🧑⚖️ |
| Fun | 573th | 2.762⭐ | 23🧑⚖️ |
| Innovation | 632th | 2.333⭐ | 23🧑⚖️ |
| Theme | 483th | 3.095⭐ | 23🧑⚖️ |
| Graphics | 581th | 2.571⭐ | 23🧑⚖️ |
| Audio | 428th | 2.619⭐ | 23🧑⚖️ |
| Humor | 435th | 2.31⭐ | 23🧑⚖️ |
| Mood | 579th | 2.405⭐ | 23🧑⚖️ |
| Given | 22🗳️ | 27🗨️ |
The default key mappings were very hard to use for me, but I could easily configure the way I wanted.
BTW, Linux version works, thanks for providing it!
@gamequester: I had some problems with the jump issue during development, I thought I would find some time to address it but the truth is that I almost run out of time. I appreciate the feedback!
@lmb: It is the first time I took some time to compose something and I was quite pleased with the result. It really needed more testing to balance the difficulty, you are right. Thank you for playing!
@wskilljoy: The enemies should leave the silhouette behind, I thought it looked cool (I wanted some permanence instead of just deleting dead enemies) but there is some kind of bug and the behaviour is totally inconsistent... Thank you for playing and giving feedback!!!
Nice game. Music was catchy.
@dusho: The idea of that starting position is to get hit right away so the player can see the zoom out mechanic. I placed a crate there so the player can recover that lost health point if they want to. (I could have built it better though).
@surue: Thank you!!
Like the other says,a little bug on jump but nothing horrible.
It would be better if you manage the difficulty curve, let the player
assimilate the keys and the mechanic of your game, put a simple level design at the beginning with just one basic ennemi and one trap for exemple.
You did great job ! congrats
Also, when I first started playing I didn't read the instructions so I started mashing buttons to figure things out. Coincidentally, I pressed space at the perfect moment to dodge the first bullet that was supposed to hit me. Felt like a bad ass :P
The concept of reverse difficulty is a very novel one. Firing faster feels so good, specially on the arena, and being able to increase the field of view actually does wonders.
However, I have, first of all, a comment. The description says that there's 2 levels, but I was only able to repeat the first one (which I actually had to repeat many times since the game was surprisingly harder than expected). I don't know if there's a bug or if I'm missing something, but I can only play there and on the arena.
Aside from the jumping issue every now and then, I also died because of... I don't know. Invisible bullets or something. At least twice I died in midair by not being able to identify what killed me.
Still, I commend you on making a more-than-functional experience. The arena was particularly good, and the second spear person on the first level actually caught me off-guard, which does speaks wonders of the idea of increasing the field of view. It's a very peculiar design.
Well, again, I had fun with this. In behalf of my team, we salute you, and hope to see what you can come up with next! :whale:
The game would've felt better if I felt I was in control of the character, but it was always a hit or miss situation trying to jump over the spikes. The gameplay reminded me of some old NES/SNES-era sidescrolling shooters, especially the enemies and music combined. I'm afraid I wasn't able to experience your take on the theme (reading through the comments here) as well as I would've due to the control issues.
The rotating gun also reminded me of the old Flash-based shooters :)
@ale: I thought the fov mechanic was cool. I am happy to know that you enjoyed it!
@jani-nykanen: Thank you for playing! Building this game was an interesting experience for me.
@xclementx: I have re-built the macOSX Universal version and added a macOSX_64. I hope that made things better.
@Moski: Thank you for reporting the bug with the doors at the end of the level. I think I have been able to address that issue. Thank you for playing!
@cogcomp: I cannot confirm nor deny that I spent some valuable time just shooting at the left wall in the first level enjoying the screen shake.
@hegemege: the jump bug is definitely an issue. I hope I have the time to look into what is causing the issue and address it.
About the rotating gun, at some point, I considered allowing the player to shoot just in a small angle in front of the player but I thought I wouldn't make much sense to be able to hover with the mouse over all the screen and limit the gun movement.
@mess110: Thank you for playing!!!