Fuga by SurprisinglyShockedCat
Pronounced "FOOGA"
This game was made by me and a friend, it was a bit ambitious by our standards so there are definitely some gaps and missing features. It was made in the Scala programming language using an OpenGL/OpenAL/Box2D based engine that I created. None of the music was made by us.
We didn't have time to implement a proper tutorial and there are some mechanics that you need to be aware of so I encourage you to take a look at the tutorial I will put in the next paragraph.
You start off on a ship, clicking the chest opens a shop and clicking the control panel takes you to a stretch of land you can walk down. Walking into the cave opens a playable level. 3 enemies will spawn here. Left click shoots a green bullet that bounces. It will deal more knockback and more damage the faster it is going. Right click shoots a blue bullet, this bullet does no damage but deals heaps of knockback. You can knock yourself around with bullets or even knock bullets with bullets to add to their speed or change their direction. Space bar switches the direction of all bullets. Walking through the right door moves you to a new room and adds to your loot. Walking through the left door moves you back to the previous room. The health of the enemies is determined by the amount of loot you have, I.E the more loot you get, the harder it is. Enemies will try to touch you, if they do you will lose a life. If you lose 10 lives, you lose all the loot you got from that level and 10% of your other unused loot.
You will need Java to play the game.



Ratings
| Overall | 865th | 3.119⭐ | 23🧑⚖️ |
| Fun | 920th | 2.85⭐ | 22🧑⚖️ |
| Innovation | 725th | 3⭐ | 21🧑⚖️ |
| Theme | 852th | 3.053⭐ | 21🧑⚖️ |
| Graphics | 444th | 3.7⭐ | 22🧑⚖️ |
| Humor | 921th | 2.038⭐ | 15🧑⚖️ |
| Mood | 835th | 2.933⭐ | 17🧑⚖️ |
| Given | 18🗳️ | 22🗨️ |
I think it would be nice if the gameplay were a bit more varied, although I realize that's pretty much the weak point of every Ludum Dare game ever - no time to make a bunch of levels! Also, it can be a bit too easy to back into the corner and just spam fire, once you get the hang of it.
The game play itself was a bit easy however, since one could just spam the bullets and defeat all three enemies easily. I went back to the ship to see what I could buy with the loot, but I didn't understand what the "duration" bar was. I also noticed that the player can repeatedly go back and forth between room 1 and room 2 and rack up a lot of loot, without having to venture deeper into the cave. I don't think this was intentional, but if it was, I'm not keen on it. More varied enemy types and levels would make this game more fun, but obviously you wouldn't have time to do that over one weekend.
Overall this is a good game with interesting mechanics, but I am struggling to see what the point of going back to the ship with the loot is. Good entry!
* The ship music is really good, where's it from?
* The fast and exciting "ou ou we go" music really doesn't fit with the action of walking in slow-motion towards a cave while the credits appear.
* Spacebar didn't have any effect on the bullets for me.
* Trading loot for longer-lived bullets didn't seem to make much of a difference in the gameplay, so I didn't have much incentive to keep playing after unlocking two bars of duration.
* It's hard to judge the graphics since there is such a huge difference in quality between the ship part and the inside-the-cave part. Clearly, there wasn't enough time to draw the in-cave characters; but what that means is that you should have spent less time polishing the ship. It's better to have average art everywhere than amazing art in one place and placeholders in another place. I think?
* One thing I think you did really well was the difficulty tuning. As I became more experienced, I wandered deeper into the cave, causing the difficulty to adjust to my now slightly-higher skills. Until eventually I felt like the game was too easy and I wandered way deeper than I should. On my way back, however, I sometimes ran away from the monsters; towards the right. To my surprise, this gave me more loot, even though I had already pillaged that room a moment ago. This also increased the difficulty, meaning I now had to run away from the monsters more often, which made the difficulty even worse. And since I had wandered far into the cave, I now had quite an ordeal in front of me in order to get out!
I didn't make it. Which is great: just as I thought the game was too easy, the game gave me an unexpected challenge!
The bullets that gain in velocity (and damage) and also bounce (allowing for advanced techniques like using the momentum from a bounced bullet to give yourself a speed boost) is a great idea. Sadly this is undermined by the amount of knockback you apply to the enemies, which is so big you cannot really be threatened by them as they cant get near you. So, the real threat becomes knocking yourself out of the room with your own bullets. As such, the best strategy for winning a fight ends up being to go into a corner and holding down the left mouse button.
A dungeon crawler where the amount you loot and the difficulty is tied to how deep you go into the dungeon, creating a scenario where the player has to do a risk/reward judgement is a great idea too. Again though, as pointed out by some of the other commenters, you quickly realise that loot is increased on passing through a hole on the right. So the easiest way to quickly grind loot is to go three or four rooms in (because the amount of loot you get seems to be the product of the difficulty by the room you are currently leaving), then quickly enter and exit that room. This completely breaks what seems to be the goal of the design.
I dont meen to sound overly critical. I enjoyed my time with it. The boat, the intro before entering the cave and the music are great. As I said, I think the ideas behind the design of the cave are great too. I think you have something which could be really cool if given a bit more time and I would love to play a post ludum dare version of it .