Air Drop! by digitaldude555
Sacrifice passengers to gain bonuses in combat or to restore your hp after you die.
You can move with WASD or Arrow keys, left click to shoot. Press P to pause.
| HTML5 (web) | https://digitaldude555.itch.io/air-drop |
| Original URL | https://ldjam.com/events/ludum-dare/43/air-drop |
Ratings
| Overall | 994th | 2.667⭐ | 38🧑⚖️ |
| Fun | 820th | 2.819⭐ | 38🧑⚖️ |
| Innovation | 1009th | 2.286⭐ | 37🧑⚖️ |
| Theme | 636th | 3.278⭐ | 38🧑⚖️ |
| Graphics | 795th | 2.931⭐ | 38🧑⚖️ |
| Audio | 638th | 2.214⭐ | 37🧑⚖️ |
| Humor | 395th | 3.086⭐ | 37🧑⚖️ |
| Mood | 915th | 2.586⭐ | 37🧑⚖️ |
| Given | 35🗳️ | 38🗨️ |
Good job !
I really had no hard feelings to sacrifice Emily (twice), and Brandon, which seems a little bit annoying, and every guy in fact. It was fun but maybe if the spawn wasn't so random it will be a little bit less frustrating. Anyway, a cool game, congrats !
If you have thrown out all the passengers, and clicked Sacrifice, the dialogue window now cannot be closed as all the options to sacrifice are now gone, forcing the game to remain forever paused and the window to obscure the player's view with no way to close it.
There is also an exception thrown for out of memory when clicking on the Sacrifice button sometimes, or upon losing a life. But this also generally occurs at random after leaving the game running for some time even without performing any specific action.
That said, onto comments with the gameplay!
The instructions at the bottom right are also helpful to let us know what benefits we get from sacrificing so it gives the player the opportunity to weigh and make their decisions appropriately. It was also humourous to see the peoples' reactions when you choose to sacrifice them. I really enjoyed reading those and the little animation for when they fall out. It's cool!
I think the game could use a bit more depth in relation to the sacrifices. I'm not sure if there is a reason at all to actually keep the people in the balloon since you get all the advantages by sacrificing them all. There is also no personal attachment to any of the characters aside from their names so it only makes sense for the player to sacrifice them all eventually. I liked that they had names and faces though, which adds a bit of question to the moral compass of having to sacrifice them.
Having health bars for the enemies would help to visualize that you actually needed two hits to kill them. Having a visual change for the damage enhancer upgrade would also be a good way to see the improvement your upgrade has. It can be as simple as making the bullet change colour, or making the bullet bigger - anything just so that I know my bullets are more powerful than previously, aside from relying on text to relay that information to the player. Compare this to the rate of fire enhancement on the other hand, which was a very visible and obvious effect that can be felt even without text.
The numbered texts at the hearts are particularly hard to read sometimes. In particular, the number '1' looked like a number '7' or a number '4'. I would emphasize readability for this text as it is the player's life counter and it is important for it to be read clearly afterall.
Nevertheless, I enjoyed the simple idea and its humour. Keep it up! :)
Nice entry!