Drainor by RainbowKappaGames
Plot
When Game Developers make a Game for Ludum Dare, Things go flawless, but does it go well for Drainor? Meet Drainor, the main character of the Game Developers' Game. Drainor was mean't to solve puzzles for their game until a very strange bug occurred where other robots were disappearing. Unfortunately for the Developers, They had very limited time on their hands and couldn't fix it. They went ahead and submitted the game. They would have no clue what would happen next... The Robot started to crave a unimaginable appetite for electricity and became a cannibalistic killing machine!
Gameplay video:
https://www.youtube.com/watch?v=Uhr45Y5eTPg
Controls:
WASD: Move
LMB: Shoot
RMB or V: Shield
How to play:
You lose energy over time (faster when you move). The enemies drop energy when you kill them, that you can collect. Kill the enemy spawners and afterwards see if you can kill the boss ;)
| Windows | https://goldenethernetgames.itch.io/drainor |
| Original URL | https://ldjam.com/events/ludum-dare/39/drainor |
Ratings
| Overall | 256th | 3.609⭐ | 25🧑⚖️ |
| Fun | 75th | 3.87⭐ | 25🧑⚖️ |
| Innovation | 762th | 2.391⭐ | 25🧑⚖️ |
| Theme | 376th | 3.565⭐ | 25🧑⚖️ |
| Graphics | 488th | 3.348⭐ | 25🧑⚖️ |
| Audio | 187th | 3.545⭐ | 24🧑⚖️ |
| Humor | 250th | 2.85⭐ | 22🧑⚖️ |
| Mood | 601th | 2.857⭐ | 23🧑⚖️ |
| Given | 22🗳️ | 2🗨️ |
There's a few small issues, though. First one is that you move faster diagonally than cardinally. Probably just need to normalize a vector.
There doesn't seem to be any real reason to stop firing (unless you have nothing to fire at). If you moved slower than some of the enemies when firing and faster than them when not firing, I think that would give you a reason to not fire.
Aiming can be a little awkward when enemies close in on you. I think this is because the robot's front aims at the mouse instead of the gun aiming at it.
There's some blockiness on some of the graphics, and I can't tell if it's intentional or not. The walls are smooth, the projectiles look pretty smooth while moving, but the player and especially the rats look like they should be smoother.
Last couple of things are super small. It wasn't immediately obvious that you can hold down the left mouse button to fire automatically. That's probably common sense to more genre savvy players.
Why is the shield key on V? Q, E, and F would all be easier to reach, and they don't seem to serve any other function. At least there's the option of using the right mouse button.
Again, this was really great.
Also, I really loved that you put some story in. Not only outside of the game on the submission page, but also in the game itself as an intro.
Either way, really nice entry! Well done!
Here is my rating:
Overall: 4
Fun: 4
Innovation: 3
Theme: 4
Graphics: 3
Audio: 4
Humor: 3
Mood: 4
Jajajaja... Good job... keep it going :D
The history is... really interesting :v I mean... if there was a "virus" bot created from you to consume all electricity... damn what a nightmare xD Jajajaja
Funny and interesting... that reminds me to "Alien shooter" game... I want to make something like "Alien shooter" someday
Good sounds, good music... but there is an little bug when the boss appear... the enemies don't stop moving, and when the scene ends, I was hit by you of them...
It's fun, but... too short :c
Here is my entry: https://ldjam.com/events/ludum-dare/39/runoutofenergy-the-game rating me please! :D
There my game link for Windows… enjoy https://www.dropbox.com/s/dpapwuoscuiu9eq/RunOutOfPower.zip?dl=0
Also the boss fight was fun but waaay too easy! Gimme more! Great job, guyos.
Good points:
- Satisfying gameplay
- Nice movement feeling
- Graphics looks alright
- The boss is fun
Bad points:
- The shooting sound gets annoying
- The shooting direction is confusing since it doesn't aim where you click.
But good job over all!!
[](http://www.youtube.com/watch?v=RD8i4GICuyw)
I see comments here saying the story was great and what-not, but I honestly didn't have the patience to sit through the really slow scrolling text on the intro screen, and didn't realize that was a backstory for the game. I think that needed faster text or something to make me not want to instantly skip it. Also, I thought the game was a score attack game, so I purposely died and was disappointed when there was no score there. Perhaps the story hinted that there was a boss? The game itself didn't really give any hint of that, and I think that was needed.
The gameplayy worked very well, the sound was fittable. I liked the good hitting feedback and some small details: Shots came out where the gun is, not straight of the middle of the player and rounds fall an the floor and there is a boss fight.
A very round and fun entry.
Good job!
## Feedback:
Right off the bat the initial feeling was that the cutscene typing was far too slow. Good likely for debugging/checking but really slow to watch after, and I feel I have a slower than normal reading pace. Usually things disappear before I read it, which is also quite annoying - perhaps more so than too slow. The Main menu is interesting, but doesn't bring me very deep into the feel of the game, just some text for title, simple menu and tutorial in the left. I do like when games show 72 or 48hrs. I think the tutorial was a bit odd, but that is always hit and miss. The best experiences don't need a tutorial. But then when they don't exist and it isn't clear what to do, that is worse so good middle ground, but if the controls can be *super obvious* or taught in first moments of play, that is best. Though the black is nice minimalistic effect.
The credits felt a little weird where everyone was founding member, and the text sort of ran on a bit. Then I jumped into the game and wasn't sure if I had unlimited ammo at first, quickly learned I did, and just started killing the little mice? that came at me. I saw the spawners fairly quickly - play arena wasn't TOO large to make that difficult but it had seemed that it would be a "survive as long as possible" game. But then I couldn't find the score and finally figured out that the spawn location was able to die - luckily it flashed when I was shooting it so I did keep at it, but nearly gave up before it exploded.
The glow of some of the graphics, the energy, enemies and projectiles was quite nice. and the arena very simplistic. I was super happy to have infinite ammo. The energy/power didn't really seem to be running out terribly much, so it wasn't too hard to stay alive, once I figured things out. It also appeared that the game got easier and easier as time went on as spawn points were closed.
Maybe a different approach would be to have waves, make the spawn points easier to close/kill but when the first wave of spawn points were killed open new ones at different locations and more numbers. Just a **random** thought, maybe it is _bad_.
It was neat to have a boss, and he had different abilities which was neat. I didn't seem to have too much challenge in beating him, but was neat to have the change in pace. That said when I beat it, it said I won the level, and I guess there was supposed to be another level, but it was a little anti-climatic / not rewarding to have just been finished and tossed to main menu. That said, it is a weekend game effort, so not everything gets done.
Good entry!