Loot Grabber by AndreB

Arena bullet hell twin stick shooter. ARPG-like Camera. The player has to survive for a certain time, evading and destroying enemies and collecting loot dropped by these enemies.
However, the more loot he gathers, the harder the game gets, whether by making enemies harder to destroy or by other things. First, enemies will have a chance to split into smaller versions when killed. Second, the player will get a chest behind him which can be shot and will lose loot for the player. Finally, the player will get an additional chest and enemies will start to randomly become stronger from time to time.
The player is required to have a minimum amount of loot by the end of each level but the more he has the better rewards he will also earn.
Currently we have three levels



CONTROLS:
Keyboard and Mouse
WASD to move and mouse to aim
LMB - shoot
Controller (Xbox)
Left Stick - Move (and cycle options on win/lose menu)
Right Stick - Aim and shoot
A Button - select menu option
You can play the WebGL version or download the executable here: https://itch.io/embed-upload/682927?color=333333 Music taken from: https://zirconstudios.bandcamp.com/album/free-remix-collection
| Source code | https://gitlab.com/Sir.Syko/ludum_dare_40 |
| HTML5 (web) | https://sir-syko.itch.io/loot-grabber |
| Original URL | https://ldjam.com/events/ludum-dare/40/loot-grabber |
Ratings
| Overall | 301th | 3.71⭐ | 33🧑⚖️ |
| Fun | 88th | 3.952⭐ | 33🧑⚖️ |
| Innovation | 855th | 2.855⭐ | 33🧑⚖️ |
| Theme | 690th | 3.29⭐ | 33🧑⚖️ |
| Graphics | 654th | 3.35⭐ | 32🧑⚖️ |
| Given | 25🗳️ | 11🗨️ |
Mechanics feel great. There are various different enemy types. For the most part it's very clear what's happening and what to do.
I was a little confused by the UI and scoring.
It was either very easy to lean or very easy to win. None of both is bad :D
@jlreymendez It could be harder indeed! We didn't have much time to work on that though :stuck_out_tongue_closed_eyes:
@xsior We are working on loot attraction and indeed they become hard to notice once chaos sets in
Do try my game: https://ldjam.com/events/ludum-dare/40/riskreward and let me know what your think. Thanks! ^^
@nnnikki Thanks for the feedback! We will work on making everything bigger and more noticeable! I'm sorry to hear that you had problem with the menus. Did you have problems clicking the buttons or with the overall aesthetics? As for the theme the levels get harder the more loot you have (although that is not very noticeable - at 1 star enemies start to split when they die and you get a chest which can be shot at and lose loot and at 3 stars enemies start to periodically and randomly become enlarged and stronger) and also the more enemies, the worse it is (although we focused on the loot mechanic for the theme).
I also did a twin stick shooter for this LD, and it's interesting comparing the differences in our approaches. If you want to check it out, it's here: https://ldjam.com/events/ludum-dare/40/polyose
Also nice choice of music! Good job on your entry! :smiley:
That was a very interesting bullet hell experience! It was especially surprising to see multiple levels and the different types of enemies. Overall, it was a pretty solid twin-stick experience.
I personally think the gameplay would have been a bit more comfortable if the camera was zoomed up just a little bit and the gameplay speed down a little. Most of the time, I felt enemies were spawning and attacking the player way faster than I had time to react and collect the loot dropped by the previously destroyed enemies. Having played with both a controller and mouse, I felt some slight lack of control over the shooting. Even if fired in the direction it was supposed too, it felt like the shooting was too precise, once again, to be able to wipe enough enemies in a zone and be able to collect the loot dropped by the previous ones.
The presentation was also not too shabby and got the job done, although if there was one thing I'd like to point out, is that sometimes the pellets would blend in with the actual dropped loot. Once again, probably a result of the point I pointed previously. It'd also have been nicer to have the loot be just a tiny-itsy-bit bigger to make it easier to collect as well, as others have pointed out above. :moneybag:
Despite the points I pointed out, I still enjoyed my time with it, and it was nice to play another game with controller support. [In behalf of our team](https://twitter.com/WhalesAndGames), congratulations on this experience and we hope to see more from you in the future! :whale: