Nex Machinan by MestreRothLD
Nex Machinan is an arcade game, with global leaderboards and progressive difficulty/speed.
Survive by shooting hordes of enemies and keeping your energy meter alive... If you can.

Beat the record, have fun and feel free to give feedback, suggest postjam features and ask for reviews in your games as well.
Thanks for playing.

Credits: Just me this time, except for music, sounds and fonts (full credits coming soon).
For the players with performance issues, I have put some debug keys:
ALPHA1, ALPHA2, ALPHA3 and ALPHA4 disable Antialiasing, Bloom, Contrast Stretch, and Vignetting and Chromatic Aberration.
ALPHA5 toggles the FPS meter.
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| Windows | https://www.dropbox.com/s/q1z4bo4kgpofc9v/LD39%20NexMachenan%200.94.zip?dl=1 |
| Original URL | https://ldjam.com/events/ludum-dare/39/nex-machinan |
Ratings
| Overall | 82th | 3.974⭐ | 40🧑⚖️ |
| Fun | 30th | 4.079⭐ | 40🧑⚖️ |
| Innovation | 556th | 2.842⭐ | 40🧑⚖️ |
| Theme | 216th | 3.816⭐ | 40🧑⚖️ |
| Graphics | 286th | 3.868⭐ | 40🧑⚖️ |
| Mood | 264th | 3.514⭐ | 39🧑⚖️ |
| Given | 48🗳️ | 22🗨️ |
You brought up some good points here. There are some extra mechanics planned from the start which really connect to your ideas for the game, but I had no time to design these properly (how to communicate it to the player, fine tune the balance etc). Some of these (a energy consuming attack and power-ups) are high priority for the post jam, so "stay tuned"! haha
Thanks again. Cya!
[Danae streams Ludum Dare 39: Day 1, part 1: Nex Machinan](https://youtu.be/4KfQtLDzK-g?t=25m53s)
As simple as the genre is, this game was quite fun. The visuals were coherent, the overall look quite polished. Of course adding more power-ups or mechanics would be good. I did see some of the enemies had a red aura around them, although I never stayed alive long enough to figure out what it did! Good job!
(Go rate some games! This game deserves a placement.)
I agree powerups will be a big boost to the fun. I'm currently planning it for the post jam, but it is really a no brainer. About your question "what happens next?", my idea was to make the game infinite, but not relying on procedural generation (which would mess the highscores). So, what you were playing is the easiest mode. Once you play through all the levels, you come back to the first level, enemies are harder, the whole game is faster and you make more points. =P "The real Nex Machinan starts here"...
About the red aura, the red enemy makes other enemies angrier aka faster.
Oh, and the "stay near enemies" tactics is risk-rewardy, but you can't really beat the game that way without a lot of skill. I tuned the enemy damage towards it. ;)
Thanks again for the feedback and even again for providing the link directly here.
-m
I would only add difficulty buttons. Easy so the enemy die quicker and the range for picking up the energy is larger. Normal, that would be exactly like the current version, and hard, that would take longer to kill the enemy, but the energy that you recieve is better, so it wouldn't become impossible.
I don't have any negative feedback to give. This is a great game with a great idea, and you managed to make it perfectly! Well done!
@cornelia-xaos
The leaderboards are simple http requests to a mySQL server. I can try building it to mac/Linux, but I wouldn't be able to properly test it right now, so I'll need to use some friends before I post these versions. Which one do you need the most?
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@johnnwfs
I appreciate the feedback.
The game was tuned to be between medium and hard, so I get your point. For the next version, I will probably implement some upgrades, which will make it a little bit easier in the beginning.
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@mamoniem
Thanks for posting.
I'm very glad you liked the game. As any jammer know, we drive ourselves nearly crazy to do a good jam game. I will make a post jam version, so if there's anything you'd like to see, feel free to ask.
Thanks again!
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@jason200101
Thanks a lot for your insights.
I didn't think about different difficulties, since it would require proper tuning in the jam (impossible to do as a single person team), but I gotta be honest... What always worries me is doing the UI. :D
But it is a really great idea. I'm thinking about not making different difficulties, but allowing these stats to be changed via upgrades. Either way, I will take it into careful consideration.
And thanks for the compliments. It might not seem so, but it actually means a lot, since the end goal is always to make the players satisfied.
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Now, time to rate all your games. =)
I wish it be less challenging) Manage to get to just 4th wave of enemies
It was not obvious for me that little green boxes, that come after enemy's explosion, give you energy. I would prefer this thesis to be on the main screen in huge red letters, since energy is the key in this game)
About the difficulty, I didn't want the game to be easy, but a little tuning can always be done. Thanks again for the feedback.
I am not changing the music, so the sfx will be indeed much clearer.
Thanks again and good luck with your crazy games.
I really like the difficulty increase whith each wave, it feel great and it gets challenging fairly. I love the graphics and how far you could go with just cubes, really well done. It's a really polished game at the end.
Regarding postjam features, maybe some different weapons or power ups would be neat. Overall I gave it 5 stars, great game!
Pretty cool game
I liked how the energy bar forced you to jump into the middle of the enemies and collect the cubes instead of just kiting around them and waiting til they're all dead. I also really liked the way the new level popped in and the animation predicting where enemies would spawn.
I did have trouble aiming at enemies behind walls at the far end of the arena. This might just be a consequence of the camera angle, but it was WAY easier to shoot slightly in front of or behind them compared to enemies at the front of the arena.
Really fun game, very well polished and sleek, and a lot of fun. Figuring out the right kind of movement that keeps you safe but gives you room to collect the power pellets had a nice learning curve. One of the best games of this LD I played so far!
The one issue I got so far was a lack of feedback for when you take damage. When I squeezed through enemies I couldn't quite make out whether I was able to slide past and avoid damage or not. Feedback is missing on your character object itself especially for this.
I would suggest some extra super power for the player;
I really appreciate your compliment. Even knowing that comments here are usually very lenient, I can't avoid feeling happy that someone had a little moment of joy playing the game. =P I will definitely add these features in the next version.
@wabble
Thanks for the feedback. I was thinking about changing some effects. Well... I'll think twice.
@jwin
That was exactly the intention from the start. A small arcade game. =P
You described exactly what I had in mind for the "gotta get near the enemies" to survive. Guess you got the game. :D
I'll check these aiming issues as well. I never noticed it, so thanks a lot for pointing it out. xoxo
@frankiesmileshow
3754 is a pretty cool score, as the highest one is still around 5500 (which btw I never managed to reach).
"One of the best games of this LD I played so far!" Thanks a ton! Really!
"Lack of feedback for when you take damage": I agree. I didn't manage to find a good sound for it and ran out of time in the end. I'll make this higher on the priority list.
@elgregos
I thought about this mechanic, but for a different, powerful attack. As I did it by myself, I lacked a designer to flesh out the details/balance of this feature, so in a "Masterchef" way, I decided not to serve an incomplete mechanic. But idk, I'm seriously thinking about a different mode closer to this, maybe even a "Superhot" mode. It wouldn't be too hard to implement.
About the keyboard, you blew my mind here. Thanks a lot, for I have never thought about this. Lame me. From now on, I'll always enable arrow commands and make it clear in the instructions.
@tmpxyz
Thanks for the feedback. This is something on the to-do list right now, give player that juicy oomph...
@sbeif
I appreciate the feedback and am happy you enjoyed it. This is always the end goal. Thanks a lot.
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Now, to play and comment on all your games.
This week I'll release the postjam with a ton of changes.
PS: Thinking about inspiration, I wish my game had your Virulence's evolution system :D
maybe slower enemies, or diferente pathing/spawn patterns, some seemed unfair where the enemies would swarm you.
could make some of the bigger squares/enemies could be imovable, and or shoot stuff at you
Player damage feedback is high on the priority list for the next version I'm working on.
Different patterns and imovables are there too, just not so high. A shooting tower is on the way to the game.
Unfair swarming: that is by design. Some spawns were really meant to drive you to some point and screw you if you went there. But people are doing well against it, tbh, so that's not something I intend to change. Maybe the incoming difficulty settings will help with it.
@avon
Difficulty curve: I agree it is steep, but by myself I had no time to design good easy levels for the beginning, so it is mostly one, two easy levels, then it already starts to get crazy. I'll take this into consideration.
Power cost to actions: This was planned and I still intend to do this as another game mode. I didn't put it into the game because I had no time to properly design the ways to clearly communicate these mechanics to the player. So I went with a smaller scope.
About just holding down the button: that's actually the idea... But "easy" is relative, as there is the leaderboard... "Easy" to beat a few leves? Surely, without any effort. "Easy" to reach a high position on the leaderboards? That's a different story...
About the sound, I made the shooting sound as low as possible. I'll consider adding a setting to change this value even more.
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Thanks a lot for the valuable feedback.
Well, thank YOU for playing and leaving your feedback.
I hope you don't mind if I blatantly copy your shooting pattern for one of the powerups I'm implementing into the next version of this game. =P I really liked the spread and how it can be used strategically. :D
...Ah, right. The feedback. Apart from the purely positive, I did see a little uncorrelation between what was happening and the power bar, caused by the constant depletion and dynamic recharging, as well as the fact that I always die before the power bar is depleted (a little remains, so it's a little deceptive). I also think the big enemy with the barrier has too little hp, and has potential to be a mid-boss by himself (or not that many little turbo orange side-kicks). Art wise, you could try to use less colors for the game's elements and create a more impacting or eye-catching visual combination (like, a limit of 4 colors, or 6, or 2)... And more levels!
Great entry. Haha. Also:

Or do we? One week to go. :D
Amazing score, @nuebomundo!
"as well as the fact that I always die before the power bar is depleted (a little remains, so it’s a little deceptive)" - Good eye. I noticed it only after dozens of plays. It happens when you die by enemy contact. Derp me, the UI stops updating once GameOver became true... But don't feel cheated. If I'm correct, it only happens if you took damage that would kill you. Thanks for reminding me, will fix it asap.
About the colors: I have a friend that rules on visual design and will check the game this week to give his insight. I will tell him about this idea. You know, let it for the pros...
Thanks a ton for the feedback. Good luck with your crazy game.
9/10 Would get swarmed by big cubes with white pointy things again
Well, it seems power is never enough... Yes, you did get power, but your supply is always depleting, so you have to keep getting more and more.
Thanks for the feedback and for playing. Good luck with your game. o/
The art is coherent with simple but addictive mechanics. I was surprised that you even managed to make the boss enemy. Also, obstacles spawning adds variety to the gameplay.
Cheers!