Grid Locked by DrunkardWolf

To play, you must shoot enemies to get points, however, if an enemy manages to touch you, you will lose a platform. The less platforms you have, the less space you will have to dodge enemies.
Controls: WASD -Move Mouse - Aim
Left Mouse - Shoot
| HTML5 (web) | https://drunkardwolf.itch.io/grid-locked |
| Windows | https://drunkardwolf.itch.io/grid-locked |
| Original URL | https://ldjam.com/events/ludum-dare/42/grid-locked |
Ratings
| Overall | 221th | 3.746⭐ | 69🧑⚖️ |
| Fun | 130th | 3.776⭐ | 69🧑⚖️ |
| Innovation | 515th | 3.254⭐ | 69🧑⚖️ |
| Theme | 195th | 3.978⭐ | 69🧑⚖️ |
| Graphics | 626th | 3.41⭐ | 69🧑⚖️ |
| Given | 58🗳️ | 43🗨️ |
I just had a play with your game and it's a lot of stupid fun. It's very hectic and I love it. The shooting has a lot of juice to it, the sound effects are on point and shooting those damn spheres was so much fun. The graphics also had a really nice simple style to them.
I did have some problems with the framerate though. This was especially noticeable in the later stages to the game which I can only attribute to the particle effect, I would tone down on those. Another gripe I had was that once you ran out of the first few tiles (awesome interpretation by the way), you were basically playing for the last few points until you eventually died. I say, kill all the enemies on the screen when you get hit so I can get my bearings back together. Finally, I'm sure there was a pattern to the tiles destroying, however dying because you were on that falling tile when you got hit was infruriating, you could mark the tile that's about to fall red and give 2 or 3 seconds to get the hell out of there.
Otherwise, an extremely fun and hectic shooter with a great interpretation of the theme only adding to the tension. The highest score I got was 1407.
Other than that, I recommend this game to kill some time! My highscore standing still due to bug: 2581
Gameplay is goo, I tested a version for you that didn't have a cursor and the cursor make it much easier to work out where your bullets are going!
Audio is nice and punchy.
The only thing I think I'd say was missing would be a leaderboard :slight_smile: excellent job, I'm impressed!
Didn't play too deep into it but as a quick pick up and play it was pretty dam fun.
Really fun game! I remember a time where I searched the internet for action loaded mini games all day long. This took me back. Thanks for this great submit.
If you made this game bigger in terms of levels and abilities, it could basically become a full sized game. Love the idea, the art, the mechanics and the music.
I had 1 round where on just my 2nd hit of damage, the tile underneath me fell out and I couldn't get away fast enough. Idk if there is a predefined order to tiles dropping, or if it's random, but it felt kinda unfair.
Overall, still a really fun addictive game that has a ton of polish!
If we are able to jump and able to have different weapons, it can be a lot more fun!
I was wondering how you achieved those super cool outlines. Could you please points me on the right direction?
Thanks and cheers!
Opera: "An error occurred running the Unity content on this page. ... The error was: Uncaught TypeError: Cannot read property 'buffer' of undefined"
Edge: "An error occurred running the Unity content on this page. ... The error was: Unable to get property 'buffer' of undefined or null reference"
1. I would not use flat sprites for the enemies. The shadows they generate are pretty confusing and distracting...
2. I would make sure the player can not fall down along with a platform after being hit, especially if you would want to make the platforms a health indicator. You could for example do a simple downward raycast from the player and exclude that platform from your randomisation code to make it fall !
3. A leaderboard could be a nice add-on here !
All in all, great idea using very basic concepts (I even think this would make a great tutorial game for Unity)