Mind The Gap (First Ludum Dare) by Izunah

Link to the game(hosted on google): *Windows: * https://drive.google.com/file/d/0B7ab7jInYSyscnhJazhxNy1YREk/view?usp=sharing
Mac: https://drive.google.com/file/d/0B7ab7jInYSysTF9ldzBDUXAwOGs/view?usp=sharing
Linux: No Build
WebGL(itch.io): https://izunah.itch.io/mind-the-gap-ld38
*WebGL 1.1 (itch.io): * https://izunah.itch.io/mtgalpha
Link to the post mortem: https://ldjam.com/events/ludum-dare/38/mind-the-gap/mind-the-gap-post-mortem-finally
Hello Everyone!
Thanks for checking my page!
(More screenshots and links to the source code at the bottom)
This is the first every LD I have ever taken part in. While I did not finish even half of what I intended, I am excited to have drawn the line in the sand and have a working playable game for you guys to check out. I wasn't able to get to the tutorial part of the game, so below is a basic list of how to play the game.
*Controls: *
Customizable at the splash screen, the inputs used by the game are: Horizontal, Vertical, Fire1, Fire2
W/A/S/D(Horizontal, Vertical): Move your character around the board.
Left Mouse(Fire1):
Does three important things, fires your grapple, pulls enemies that you have grappled, and destroys enemies during their vulnerable states (indicated by turning white temporarily.)
Right Mouse(Fire2):
Does one important thing, pulls your character to a grappled enemy. This is used to escape your side when you are overwhelmed.
Rules of the Game
Enemies will spawn on both sides, fire your grapple to grab the enemy, pull them to you, and destroy them for points. The more enemies that spawn while your on one side the higher the multiplier gets. You can also increase your multiply by pulling enemies over and not destroying them.
Swapping sides with the (default)Right Mouse resets your multiplier, but may be the key to staying alive. The score gained per kill is determined both by your combo and multiplier, so the key to big highscores is both.
You are not able to grapple or destroy enemies on your side of the board.
Good Luck!
I don't know if there are comments on the final submission, but if there are, please leave one and let me know your thoughts / experiences / and optionally your high score.
In the coming days I'll add a blog post talking about the development of the game; what I was aiming for, what went right, what went wrong and so on. Hopefully you'll swing by to check that out once it is up.



Link to the source code(on bitbucket): https://bitbucket.org/Izunah/ld38mindthegap
Tools used: Unity 5.6, Visual Studio 2017, BFXR, Google
| Original URL | https://ldjam.com/events/ludum-dare/38/mind-the-gap |
Ratings
| Overall | 462th | 2.806⭐ | 38🧑⚖️ |
| Fun | 436th | 2.667⭐ | 38🧑⚖️ |
| Innovation | 181th | 3.389⭐ | 38🧑⚖️ |
| Theme | 527th | 2.25⭐ | 38🧑⚖️ |
| Graphics | 521th | 2.111⭐ | 38🧑⚖️ |
| Audio | 392th | 2⭐ | 38🧑⚖️ |
| Humor | 440th | 1.758⭐ | 35🧑⚖️ |
| Mood | 514th | 2.121⭐ | 35🧑⚖️ |
| Given | 30🗳️ | 54🗨️ |
Hard game. It would be easier with fixed points, where you can hook to switch sides (and a super attack destroying everything and reseting your multiplier :o).
I had a bug after changing side, causing me to fall into the center :/
Good job !
@theslate Ah that would have been a good idea, increasing the spawn rate of the enemies over time. That's something I'll look at for my update for family and friends.
@wolar @clegamecoop The time your allowed to destroy the enemies is quite small, I think it's half a second. I initially had it longer but that would result in you being stopped and swarmed too easily. I had thought about making you instantly kill enemies, but that took out part of the strategy I had intended.
@zarkonnen That probably comes down to the difficulty of aiming, it is my biggest gripe with the game and something I wish I was able to fix before the end of the compo.
@mhgamework @physcokillermonkey I'm glad you guys enjoy the concept as well, I think it would be a lot more fun when I iron out the aiming issues.
Great entry!
The downside is, the controls are a bit complicated (lots of things bound to one button) so an in game tutorial screen would be preferred.
I had fun with the mechanics, grappling hooks are underused in games... or maybe I just like them.
Thanks for the game <3
@scornz I chose not to opt out of any categories as I feel my game should be rated / judged based on what is and is not there. I probably should have opted out of humor and mood as they don't really apply but may be too late now. I didn't use any outsourced art, music, or sound so I feel it is right to criticize the use of primitive shapes and the lack of music, etc.
I know time is short on these games, but even a simple soundtrack makes a game so much more interesting in my opinion. I like the idea of having your multiplier be based on the number of enemies on your side along with the ability to move people over to one side without killing them -- but I feel like it ends up coming down to you circling a big group of red guys while keeping the other side as low on enemies as possible so you can switch when things get too rough.
Overall I like the concept and think you made a nice, playable, interesting game for your first Ludum Dare compo. Thanks for the game! :)
@gamepopper Yeah so, the issue with the aiming is when I first implemented it early on I assumed that since I rotate the character to the mouse pointer that by simply firing the grapple along the forward axis it would go where the mouse was. The was a huge mistake, I found the aiming wonky while testing and I wish I had spent the 10 minutes to fix it; I think the fun factor would have been much higher. In my post-jam patch I'm working on for friends / family / etc I fixed the aiming and the experience is so much better. Thanks :).
I am currently working on the tutorial so I can show the game off to more friends, but tomorrow I plan on looking at / rating more games. I will definitely get to the rest of the games in my comment section that I haven't hit up yet, that's a promise!
grats for finishing your 1st LD game!
As @gamepopper has said, the aim is weird because you seem to be using the mouse pointer coordinates on the screen to calculate the angle of the character in the game world.
I don't know if you already did this on your patch, but you should get the game world position that corresponds to where the pointer is pointing, then calculate the angle from the character to that point and set the character's rotation to that angle. That way, the character will always be pointing to where the mouse is pointing, and you can even "fire the grapple along the forward axis" with no problems.
Keep up the good work, and good luck with your dream!