Didgeribug in da place ! by Hippunk
We didn't do it before so here's a small presentation of our team ! @hippunk and @neodan are our valliant programmers. Apart from the red glowing eyes and the thirst for human blood, they're quite alright. @adrienlemoine35 is our bossy game designer and lead, and also a very accurate Robert Pattinson lookalike. @amalia is our delicious graphist. The images of her wandering mind have guided us through our Ludum journey. @remysicality is our sound designer. He likes death metal, pink and unicorns. @airpanda is our fluffy UX adviser, and also cocktail maker (RAINBOW DASH _). Unfortunately we didn't have time to implement all of his enlightened advices :( @lazyac and @desdemone are our two wonderful CM, who spent their time shitposting on Twitter, commenting on stuff and eating crisps sprawling on the couch. They also make good coffee.
We are pleased to introduce you to our first Ludum game Didgeribug, in which you control a bug trying to survive against waves of enemies. When one of them touches you, one of your bullet changes its color and becomes ineffective, except against the bug of the same color. BUT when you manage to kill one of the enemies with the bullet matching it's colour, then you can have it back :) If you don't have at least one of your original bullets the game is over.
Controls are : - ZQSD or Arrow Keys to move - Mouse to aim - Click to shoot


Play the game - Ludum original version : https://hippunk.github.io/platypus/index.html
Try to do the Best Score !
We hope you'll enjoy it ! Don't hesitate to share & rate ;)
/!\The content below is related to our Post-Ludum improvements /!\
if you want to rate our game, please use the original link
This part is aimed to share with you the developpement of our game. You'll find here tools to help us improve the game and Post-Ludum versions with full log changes.
Performance test : https://platypuscorp.github.io/PerformanceTest/index.html
If you have been experciencing lag and want to contribute, please comment with your hardware configuration and the average FPS displayed by the performance test. Thanks a lot !
Here you can find our first post-ludum public release with a full changelog.
Didgeribug post-ludum version 1.0.6 (Down) : http://platypuscorporation.ddns.net/BUILD6/
Changelog for 1.0.6 :
Interface changes :
- Added pause/options menus with audio control
- Fixed Leaderboard
- Added restart button
- Now you can play with wasd like non-frog regular keyboard
Gameplay changes :
- Ennemies tends to spawn in the player's direction if trying to flee.
- Some changes in ennemies behaviours
- Changed scoring system
Performances changes :
- Changed collision presicion
- Changed rendering quality
You can also find detailled changes in the commit logs : https://github.com/hippunk/PlatypusCorp/commits/PostLudum
/!\ End of the Post-Ludum content /!\
Platypus Team https://twitter.com/PlatypusCorp
| HTML5 (web) | https://hippunk.github.io/platypus/index.html |
| HTML5 (web) | https://platypuscorp.github.io/PerformanceTest/index.html |
| HTML5 (web) | http://platypuscorporation.ddns.net/BUILD6/ |
| Didgeribug source 1.0.6 (Post-Ludum) | https://github.com/hippunk/PlatypusCorp/tree/PostLudum |
| Original URL | https://ldjam.com/events/ludum-dare/40/didgeribug |
Ratings
| Overall | 510th | 3.5⭐ | 63🧑⚖️ |
| Fun | 637th | 3.246⭐ | 63🧑⚖️ |
| Innovation | 483th | 3.258⭐ | 62🧑⚖️ |
| Theme | 435th | 3.582⭐ | 63🧑⚖️ |
| Graphics | 228th | 4.09⭐ | 63🧑⚖️ |
| Audio | 137th | 3.814⭐ | 61🧑⚖️ |
| Mood | 262th | 3.661⭐ | 61🧑⚖️ |
| Given | 41🗳️ | 43🗨️ |
Maybe you could change that, so a player doesn't get overstrained so easily :) All in all a very nice and neat game!
What score did you get on your first game ?
The game is challenging but it's fun and pretty nice .
and lastly the ZQSD controls are real weird, so I ended up using arrow keys instead.
Overall: 4/5 stars
(also A lot better than my entry so props on that :P)
-ZQSD? Why? Another type of keyboard I guess?
-I had some annoying lag playing your game, I don't know if it's just me.
-The phantom bugs are pretty annoying, maybe the could disappear once you clean your bullet, because after a while the running strategy is the best choice.
-The idea of ineffectiveness of the bullets is the real deal here but the rest of elements become annoying to explore that mechanic. The waves increase incredibly fast, so after 20 seconds of play you start shooting without looking which type of bullet is your next. Less enemies and with less speed could turn a fast paced usual shooter into an strategy original one. Would like to see that.
-I loved the music and the design of the bugs, simple but beautiful.
Overall it is a good entry. (342824 points, I guess not really bad?)
Gameplay is also great but I feel like I can move too fast and the enemies will never get me :D
But yeah, it is amazing game :)
The gameplay is fun and it is satisfying to escape the enemies. maybe a bit more zoomed out view would work, I mostly died to enemies that were previously off screen coming at me at the exact direction I happened to be going.
Some more feedback when killing enemies would be great I think - faster shots and maybe a stronger sound effect would help with this.
Some suggestions:
- Different contor keys plz (arrow keys is ok)
- Maybe add bullet that will be kill the ghost or something like that
- I don't find a button to restart they game, do you have it?
We have fixed for now :
- Performance issues.
- Keyboard mapping.
- Some difficulties calibrations (like spawn distance and spawn rate).
- A full menu with a pause option and a restart button !
- A working online leaderboard.
You'll discover it soon, it's almost ready :).
COme check out our Game!
https://ldjam.com/events/ludum-dare/40/virus-detected

Just figured it out, thought it was WASD, so I was only able to move with S & D.
I felt like the concept was a bit abstract. For instance I couldn't really understand what was going on first play-through, second time was after I read the idea and then it started making much more sense. I have to say that the ghost enemies were a great touch. That interplayed with the "health" system was great. You could have an infinite number of ghosty friends theoretically. It provided a very real way of increasing the difficulty that wasn't artificial (new stronger enemies, more enemies). Your core mechanic still was a bit too abstract, even after learning what it was I realized there wasn't really a way to control it, I just had to hope I killed one with that bullet. I'm not sure what could be done to improve that.
The sounds were great, although I felt like the music was perhaps a bit too repetitive.
The art was great, the abstract shapes worked perfectly.
The only other two comments I have are on refinement. If you have highscores, it felt weird that there wasn't a "restart" button. In fact I had to reload the page, which got rid of my highscore. It is a Jam game though so that was probably left out for a higher priority task. The other thing was the screen size. I felt like I was running backwards into enemies too much. I didn't have enough time to react when they were approaching from behind. I think just increasing screen size would work just fine.
* My main gripe would that the easiest way to play is just to flee (read hit 1 direction key), hold the shoot button and just aim, mostly to the opposite direction, but according to the patch/update notes that had been addressed in the postjam version.
* An animation for the death of the bugs would be nice. A simple tween with a few particles would probably do the trick.
* After playing I'm still not sure whether killing enemies nets the player some points or it's purely time-based.
Getting a multiplier or some other benefit when killing bugs with coloured bullets could be interesting as it would make getting hit and then using the coloured bullets a risk-reward scenario.
I'm looking forward to try out the postjam version once I'm not on the road (and I#m thru with my to-rate-list). :wink: