Fusenaut by frogcheese

[raw]
made by frogcheese for LD 42 (COMPO)

title_screen.png

The void is coming! Strange creatures are attacking your space station, slowly eating away at the very ground you stand on. Defeat the alien boss and survive!

Take out your enemies in this platforming twin-stick shooter. Each enemy destroyed will push back the void and prevent it from eating away at your footholds. Use any among five different weapon drops, and throw the weapon at your foes for good measure when you run out of ammo!

The relation to the theme is the idea of fighting on a shrinking area, needing to take action to prevent your footholds from disappearing altogether. The name "Fusenaut" is taken from the idea of a burning fuse.

screen2.png

How To Play

  • Move left and right with A and D or with arrow keys.
  • Jump with space bar
  • Aim with your mouse and shoot with left click or throw your weapon with right click
  • Pick up weapons and jetpacks to help the fight
  • Take out enemies to prevent the void from taking over
  • Destroy each giant claw before taking on the boss' head!

Attributions:

Changes after end of compo

  • Fixed UI elements that ended up grossly misplaced when testing different resolutions
  • Fixed bug where all sprites turned invisible
  • Fixed a null pointer issue that occurred upon killing the boss

Ratings

Given 4🗳️ 3🗨️

Feedback

🎤 frogcheese
13. Aug 2018 · 00:12 UTC
Had a lot of graphical bugs when it came time to upload a build, but they should mostly be fixed now. There are still a couple left, but it's just stuff like slightly misplaced text in the UI at one or two places so I'll leave it be.

Really pleased with how much I managed to accomplish!
Deaymon
14. Aug 2018 · 02:25 UTC
There should be a visual cue that the claws are vulnerable / head is invincible at first :neutral_face: I skipped over by that detail somehow and I was stuck thinking the boss was a wall of HP! :laughing:
Nevertheless, it was fun, and being able to throw the weapon once it's depleted is amusing
🎤 frogcheese
14. Aug 2018 · 18:26 UTC
Thanks for the feedback @deaymon! I definitely would have added damage indicators if I had even 10 more minutes to polish things. As it stands, it's a playability issue that I'll have to leave be. I added a note about it in How To Play to at the very least help a few future players ahead of time.