Hospital Horrors by PseudoBytes
Escape a monster invested hospital by purchasing upgrades with your health. Upgrades range from abilities like dash or a shield, to powers like a fireball, to spell improvements like more bullets per shot or explosive ammo.
This was my first Ludum Dare ever. Actually, it even is the first game ever I have actually finished. I feel like this has set me up for loads of amazing future game jams! So thank you for playing!
https://youtu.be/69LrYXktj8M

Sprites: https://opengameart.org/content/hospital-topdown-perspective-2d-pixel-art Sound Effects: https://opengameart.org/content/hit-sounds, https://opengameart.org/content/5-hit-sounds-dying, https://opengameart.org/content/female-gruntwork-1
| HTML5 (web) | https://pseudobytes.itch.io/hospital-horrors |
| Windows | https://pseudobytes.itch.io/hospital-horrors |
| Original URL | https://ldjam.com/events/ludum-dare/44/hospital-horrors |
Ratings
| Given | 61🗳️ | 49🗨️ |
Showing me upgrades that I cant afford confused me. I didn't notice the souls counter in the corner because it has no color or image, and thought souls were my energy thing which is more obvious in the UI.
The energy / ammo mechanic was frustrating. I feel like I wasn't spamming shots, but it still forced me to frequently duck around corners and wait to recover energy.
The pixel perfect collision with decorative objects felt odd. For example, why cant I walk though a bottle?
The spread on the 3-shot was so wide that it was hard to make use of it.
I liked the art and projectile / particle effects a lot.
The controls were a little sticky at times (collisions etc), but overall, it worked great.
I didnt't like the hp cost of the upgrades without a proper way to refill your hp (at least i didn't find any) Seems like an artificial way to make the game harder without balancing out the risk/reward factor.
The graphics were alright. The spritesheets you used for your pixel art did collide a little with the rest of the interface. A little polish in that regard would go a long way! :)
Played some levels until it felt repetetive (~5min). A little variation in the level sprites would help to get a some variety going.
The contrast of happy theme with the monsters are fitting with the pixel art. Nice job!
Why does the nurse can throw bleeding magic?
One little tip about the colliders, they can be trigger or physical objects, you can create two colliders, one for where your feet (physical collider) are and another one to where the rest of the body is (Trigger). this way you can avoid problems like "How Can't I pass there??" as the trigger collider doesn't physically "Collide" with other objects.
I loved the way you shown the controls to the player, I think I saw that on "The binding Isaac". You did an awesome job applying that on your game as well.
The BGM is great, but I think that with the lore saying that you are the only survivor, this calm BGM doesn't really fit.
You did an awesome job on this game, congratulations!
Well done!