Never Coming Back by HDugmag
You have permanently offered yourself to the underworld for the sole purpose of terminating its spawns using your twin shotguns and pure badassery.
- WASD -> Move
- Spacebar -> Double jump
- Left / Right Mouse Click -> Fire Weapon
Note: * DMG -> Damage * ACC -> Accuracy * RPM -> Rounds per Minute
This is my first time participating in the glorious LUDUM DARE, and had lots of fun. I can't wait to play all your games and see you in the next one! :wink:

Tools used: UE4, blender, Bosca Ceoil
| Windows | https://drive.google.com/file/d/1zdfJW_Qfv4S86OwQ7MBPcTaZZeolSCbK/ |
| Original URL | https://ldjam.com/events/ludum-dare/43/never-coming-back |
Ratings
| Overall | 385th | 3.578⭐ | 53🧑⚖️ |
| Fun | 133th | 3.794⭐ | 53🧑⚖️ |
| Innovation | 510th | 3.16⭐ | 52🧑⚖️ |
| Theme | 502th | 3.48⭐ | 52🧑⚖️ |
| Graphics | 643th | 3.269⭐ | 54🧑⚖️ |
| Audio | 411th | 3.219⭐ | 50🧑⚖️ |
| Humor | 557th | 2.75⭐ | 46🧑⚖️ |
| Mood | 484th | 3.35⭐ | 52🧑⚖️ |
| Given | 56🗳️ | 52🗨️ |
Usually, in game jams, you don't see many shooters. That's probably because the genre was done and re-done. However, that kind of mindless fast-paced shooter is just my kind of game. I spend way, WAY more time on it than I anticipated, and I was glued to the screen all the while. You maxed out on Fun rating for me. Excellent !
Now, that's really nice and all, but there's also a few cons :
First, feedback ! I was so disappointed to not see any feedback when using the weapons or hitting the bad guys other than the quick fire animation. Feedback is an extremely important part of a game, and the player should feel rewarded for playing the game as the designer intended to. That's where feedback is critical. Your game is all about shooting an absurd amount of bad guys ? Loud crashing sounds on the shotguns, blood (Or whatever theses guys are made of) splattering everywhere and combos should be your priority.
There's also dodging. Sound for double jump, perhaps an animation on the weapon, and more air control on the double jump would be really awesome. Reward the player when using the jump, perhaps more damages/combos when shooting bad guys while in the air. Make it know that you intended it to be played that way.
Then, comes the theme's implementation. While it does make sense for an infinite game like this, just sacrificing some stats and numbers isn't very engaging. I think the theme's take could have been a little bit more creative beside just downing some stats (Perhaps actually sacrifice some gameplay elements, then, if the player does stay alive longer than that, then add stats sacrifice).
Finally, the last con I wanted to talk about, is the AI. It is easy to trick the bad guys into following you, and kill them off easily. it would be much more engaging and intense for the player if the AIs were actually thinking as a group instead of a single entity, trying to corner the player, and perhaps use projectiles. An AI Director in that case would have been a tremendous asset.
Now, I wrote such a wall of text for that game, that's just showing how much I enjoyed it, and everything I've said concerning the cons up there is only to help you make an ever better game next time. I already had a bundle of fun with this one, but it could be even better ;)
Also, I got up to wave 29. Died on wave 30, just too many bad guys x). I took a screenshot at wave 28 of them spawning :

I kept sacrificing my accuracy. At one point, it was below 1% for each gun x).
Finally, congratulations for your first Ludum Dare entry ! It was a very nice one !
Also, it's an awesome job for a first entry, keep it up!
Overall, I had lots of fun playing your game!
But can't survive more than 10 waves cause I don't have a QWERTY keyboard :(
Other than that, good job, I enjoyed it!
I loved that you got to work with both guns and not just overall effects for both. It really let you start to specialize each weapon in a way you wanted, I ended up trying to keep my left (since I tend to click LMB more) high damage and high accuracy while ditching the RPM and the left accurate and fast. Don't know if it really worked out though haha.
I thought it really helped that you could run up and jump off the edge of the platform whereas they had to go down the stairs, it helped give you a bit of space if only for a little.
The theme was great, the music was great, mechanics easy to use, so I really liked it thanks for the game!!!
One thing that I found a little bit strange though was that when I started the game it automatically opened SteamVR, and if I tried to close it the game closed as well. I know that it probably has to do with UE4 scince I know it starts SteamVR automatically when you open the editor but I felt like pointing it out anyway.
_'Start SteamVR when an application starts'_ under the Developer tab in SteamVR may solve your problem. Otherwise, that would be on my end where I would have to disable a few defaulted plugins in UE4. Nonetheless, thanks again!
Only thing is that this game needs a special setup. My small laptop without a good gfx card couldn't start it up, so I had to switch to a pc with a better gfx card. Im glad i played it though :)