Slightly Angry Max by Takusan
:radioactive:Opt out : graphics and music (used CC0 music, font and base sprites from CobraLad - all credited in game and in descriptions).

:radioactive:Tools used: Unity (C#), SFXR/BFXR, Gimp.
:radioactive:Gameplay:
https://www.youtube.com/watch?v=fuCQwZIAZMQ&feature=youtu.be
:radioactive:My first LD submission! Retro-styled shooter, with protagonist - Max - stranded on a tiny, post-apocalyptic desert island, the last dry land on earth ('Small world' - yes, I know it's a stretch). Enemies, pickups, overheating rifle and all that jazz. ~~Probably~~ Definitely needs some balance tweaks, I'd like to develop it further in the future - more content, better scaling, more weapons, balanced pickups, faster pacing etc :)
How to play: see in-game help :)
:radioactive: LINKS
- DIRECT DOWNLOAD (WIN 32/64) http://takusan.pl/angrymax.zip
- ITCH.IO: https://takusan.itch.io/slightly-angry-max
- SITE: http://takusan.pl/angrymax.html
- TWITTER: https://twitter.com/takusan_pl
:radioactive: Changelog : [27.04.2016] - fixed error in credits (wrong credit link due to lack of sleep), fixed bug in terrain hitbox which made player stuck on a tree
:radioactive: Open Source / Public Domain assets used:
- Base sprites: CobraLad - Opengameart link and keith karnage Opengameart link [CC-BY_SA 3.0]
- Music: Juhani Junkala - https://juhanijunkala.com/ [CC 0 - public domain]
- Explosion base sprite, font: Kenney - http://kenney.nl [CC 0 - public domain]
:radioactive:OPT OUT : graphics and music (as credited above)
Ratings
| Overall | 340th | 3.441⭐ | 113🧑⚖️ |
| Fun | 180th | 3.55⭐ | 113🧑⚖️ |
| Innovation | 718th | 2.243⭐ | 113🧑⚖️ |
| Theme | 671th | 2.636⭐ | 112🧑⚖️ |
| Humor | 145th | 3.387⭐ | 108🧑⚖️ |
| Mood | 387th | 3.231⭐ | 110🧑⚖️ |
| Given | 121🗳️ | 299🗨️ |
The name of this game reminds me of something...but I can't think what it is...it's driving me MAD.
**--/Attempt at humour--**
Love the opening crawl!
I don't know if you're too young to remember this but your game reminds me of "Rambo" on the C64...and I loved that game! I think you've made a great game here and I look forward to rating it.
I'm kinda new to actually making games though - I made some simple games on amiga, then I stopped for some time. Now I've strapped down, learned some basics to get me going and starting again.
Thank you for the feedback! I'll be developing it further, because gods know that it's just playable for now and it's missing much, but it's good to know I've got the base to go further.
@avon yeah, I thought that it could be too much, though I didn't have time to playtest enough. More weapons and upgrades, plus balance tweaks, will be in the updated version. Thanks for the feedback!
@sheeptree Yep, I'd love to polish it up into a game that could be released as a full-fledged product. The reason behind the slow crawl was to take the slower readers into account, but I think I overdid it :D Cheers!
Enemies got glitched behind every possible obstacle and everything very quickly changed to hold mouse button to win simulator.
Green boss was too much of a bullet sponge.
Overall it was pretty fun for these few minutes.
@Fedor - thank you :) Yup, as I said - there will be an updated, much more polished version. Better enemy follow, more weapons, more story behind it, balance tweaks, all that jazz. Cheers!
I quickly learned to conserve bullets once I got a pickup. The firing rate of the default gun just feels awful after losing the machine gun. I did manage to stack up several machine gun pickups and basically got myself a one-shot kill gun that fired bullet-lasers of death, and that snowballed into even more machine gun pickups! That was neat :)
Then I found this exploit. I was curious how long I could stay there without moving. Turns out I'm pretty much safe here forever.

The game was a blast.
Enemies drive me MAD.
So I kept my pickup at MAX.
Honestly though the enemies should be slowed down, it's impossible to get any stable game play without exploiting that invincible stuck spot. And yeah I think the stuck spot is too OP.
Overall I had great fun shooting zombie, much better than being chained to a truck.
@mrerdalural Thank you! I know this isn't revolutionary in any way, but since I still often struggle with Unity quirks, I primarily focused on completing the project and making it consistent (bcause base sprites weren't made by me). I'm glad you addressed that :)
And yes, all of those issues - enemy pathfinding, more variety, balance, adding some novelty (or hopefully innovation) are noted and will be addressed in the updated version.
Thank you for the feedback!
Cheers!
When I saw some of the stationary objects I got excited, thinking there would be some vehicles or exploding barrels. I guess I kind of forgot that it was a LD game.
Thank you for the kind words and feedback!
Also, needs more screenshake :wink:
I found the intro really funny! :D
As other have already have said, the player is a bit too slow, but once you get used to it, it isn't that bad. Sometimes I felt like I was too slow to dodge the bullets, so that's the only real problem there.
I also think the overheating was a bit too frequent, as I felt like I couldn't clear the enemies fast enough. That might just me being bad at the game though x)
Even though you didn't make the graphics or the music, they fit well and the whole game feels overall well put together. If you give the overall gameplay some work and add some extra juice to it, I think it could be really cool.
Once again, very well done! Keep it up!
I'm happy that the ! boxes give the satisfaction as intended :D
Cheers!
@@veralos Once again, I really enjoyed your entry :) As for the music and graphics comment - that's the exact amount I'm expecting: if I made the right choice. If it fits together, means I'm going in the right direction :) Player speed and other grievances players reported so far will be addressed in the updated version (I'm thinking about upping the speed, and adding a speed slider in in-game options to allow players to fine-tune their experience). Sound issue is tougher to crack, I think I should replace the sample at high fire rates.
Cheers, and thank you so much for the feedback!
As other already said, the movement feels too slow, and the AI is lacking(which is understandable since you only had 72 hours). I also think that the game would benefit from a smaller game room. Overall, your game just needs more stuff to make it more interesting, which you probably already ideas for.
Good luck on the competition and on the development.
@@undefinist Yeah, I should've gone with smaller camera, then it looks like it's pixel perfect. In the post-jam version I'm aiming to make it look much more oldschool, bigger pixels and I'm planning a slight screen shader (delicate scanlines or something like that). Thanks for the feedback!
hehe.
Nicely done wave survival shooter. There is a lot of challenge here, and I'm saying this as a good point!
Dying only give the opportunity to the player to retry and improve.
The only change I would suggest, is to add a walk speed power-up. Movement is sometimes slow and it's hard to escape hoards of enemies, this is a good thing, but having the opportunity to pick up a speed crate and run away would be nice.
(You can see me playing this game for the first time on the vod https://youtu.be/_Upt3PIzndo?t=1h6m57s )
Cheers!
With the solid base you have and if you want to push it further I think it would be great that your game gets its own graphics/music, although the one you used fit pretty well allready, I'm sure it would definitly gives it the personnal touch and the homogeneity it maybe still lacking. We wish you all the best for what happens next, Bravo !
Cheers and thanks for the feedback, I really love your 'Den'!
I thought there was a good overall pace. The game didn't break down into a totally insane dodging/kiting fest, yet I still felt like getting hit was my own fault. Not an easy balance to strike but I think you found one.
The powerup on the weapon was very satisfying to use, and it was nice to have moments like that time I blew the boss away in a ludicrous superstream of bullets. You were stingy enough with them that it felt special to use at that stacked level.
If I had a pain point it was in wanting a little more feedback around two critical things: getting hit, and weapon heat status. These were indicated a bit, but I could have used more. Something about the heat to be seen right on my guy and not requiring me to look at the bar up top would have been nice... or if there already is that, then something less subtle. ;)
I played several games and had fun experimenting. Great pick on the music, which really fit with your game's mood and personality.
Very nice entry.
(I also feel like I'm stalking both @richard-michael-smith and @jk5000 heh)
So it's a good game i like survival shooter. And it's pretty fun. Like the other comment, i would like more feedback maybe and some speed power up. Nice entry :)
- Only two thing i would like to say is
- Increase the player speed and enemys have variable speed
- that will dfinately make the gameplay WoW!!!
A few things to comment on. It was slightly annoying that dropped boxes were counted as obstacles and could not be shot through. I also found it easy to control the enemies since they are using simple path finding and do not avoid obstacles, which is completely acceptable considering it's a 72 hours jam submission so no expectation on super AI.
I liked the art style choice and other than the 2 complaints above I think it was pretty good. The little intro also gives it some life.
I'm probably in the minority but i would like the option of controller or pure keyboard support instead of using mouse. I guess the retro visuals make me want retro input. Maybe i'm just getting my own back because I made an arena shooter with keyboard only input in the last LD and got lots of feedback telling me they wanted mouse support. Check it out if you want, its nothing special but maybe some of the feedback is relevant for you too http://ludumdare.com/compo/ludum-dare-37/?action=preview&uid=64571 also made a post ld version with some extra features (such as controller and slightly buggy mouse support) https://automatonvx.itch.io/arena-3000 . Good job
Anyway, thanks for sharing your game with us.
The music is really good and it's immediately clear what to do. The only thing i do not understand is the overheat - no idea what it does, my mini gun wasn't bothered :D
Please rate us on https://ldjam.com/events/ludum-dare/38/deep-bottom
Maybe the character could move faster, but I just say that to say something...
2450.
Nice graphics, sounds and music! The whole thing gives a feeling of well polished game :)
The game is hard, here are maybe the thing that bother me:
- When ennemies attack you, they "stick" to you forever, there is no "latence time of attack" that you could avoid, so it's pretty hard once they are on you
- It lacks a feedback of what you picked up on "!" boxes (I understood it was a better weapon, but there is not visual feedback)
- Ennemies stay blocked on behind walls and other stuff ^^
Anyway, solid entry and fun game! :)
The balance of challenge and fun is, to me at least, undoubtedly the strongest point of this game, and it is what kept me playing for quite a while, trying time after time to top my highscore.
It simply felt fun to play and play again.
Personally I did not mind it being a little more on the slower/tactical side rather than pure fast paced action, as a matter of fact I think it complements the "crowd control" gameplay well, but that might be just me.
The fact you cannot shoot through bonuses on the floor is actually a plus to me, for it forces me to think and actually be smart about my positioning.
There is however room for improvement, at least in some regards: the balance of the game, as you yourself said, needs some tweaking.
During my playthrough for instance, it felt really easy to create a snowball situation with the powered up shot bonus, to the point where I could sometimes clear a dozen or more enemies in one volley of bullets, pick up the power up again and repeat, while pretty much ignoring the whole overheat mechanic.
My rate of fire was so high, even multiple bosses at the same time could do very little to stop me.
The enemies themselves might need some reworking: I almost never felt like those who could not shoot posed a serious threat. I was able to almost literally run circles around them without getting hit, and that was before I realized I could snag them into objects and keep them running against walls. Enemies who can shoot on the other hand pose a real threat, and feel fair to me.
I have seen others suggesting to add some invincibility frames after taking damage so that your entire healthbar does not get drained too quickly at the first mistake, and while it did not bother me too much, I took it as part of the challenge, I can see their point, and I believe it is worth taking into consideration.
These blemishes are however minor, especially considering you only had 72 hours to work with.
The only real shortcoming could be seen in the "innovation" category, but there is nothing wrong, I think, in choosing to try and create a solid consistent and cohesive game over a crazy innovative one, and a solid game this is. All in all, excellent work!
This is a pretty polished experience, from the title screen all the way to death. The monsters are simple but hey, they do their job. I definitely loved the guns when I stacked buffs for the first time, they felt great.
I think the music is maybe an incorrect choice. I'm a big fan of chiptunes but I don't know how well that one fits a Mad Max theme, even if the game is 8-bit and frantic.
Really solid entry though, I played this more than a lot of other games so far.
@peachtreeoath Thank you! I'm trying to keep alive, since there's so many games that need feedback, and I know that playtesters, especially devs, really help out with fine-tuning the game. I'm glad the stacking powerups worked as they were intended to :) Music, I must confess, was chosen mostly because of the overall design decisions, I know it's not an absolutely perfect fit for 'mad max-y' theme, but that came after the initial mechanic. First - small area shooter mechanic and music, then the idea with 'Slightly Angry Max' came to life. Noted, I'll ponder on that further :D And, since from what I see I haven't left you a feedback yet, I'll get right to it. Cheers!
The gameplay felt slightly too slow, increasing the movement speed of the player and the enemies would have made it feel more frantic which I think would be a positive.
Also the audio of the gunshot seemed to glitch when your fire rate became too high (maybe it kept retriggering every frame which bugs it out?) On death I see what you were trying to do with the slow motion, but the slowed down audio effects seemed a bit grating and I feel its missing some blur / fade out?
Overall I enjoyed the game however!
Thank you for the feedback!
I got to 6810 points, which looks like it's higher than anyone else who's posted their high scores here yet, so I'll let that be a gauntlet to anyone else who wants to compete!~
Good Job!
The intro is a great plus! That reminds me of the talk "The Art of Screenshake" of JW, when he talks about adding some meaning to the game, and that's what you do with this intro, so it's like you're more into the game, and moreover your intro is funny!
What you did is well polished and complete, so I won't have too much to add about it, but I have few points in mind that you maybe would like to consider to improve it (or for future games).
- The first feeling I had was that the character moved a bit too slowly, that kinda frustrates me a bit ahah
- Another thing is that when you're playing the game, as a player you don't really focus on the UI, and the overheated bar stays the same color if it's almost empty or full, and so you don't notice you're getting too much overheat, you only notice it when you're already overheated and can't shoot anymore. So I guess having this bar flashing when you're getting too much overheat, or maybe changing the color, the players will notice it more easily.
- Another feeling is about the sound of the pistol, I would give it a deeper sound when it shoots, so that you've the feeling it's powerful and that you're being badass shooting with it.
- One of the point of the talk I wrote about previously is the screenshake, and I felt I was missing it in this game. Maybe you could add some when firing, or when killing an enemy, you'd have the feeling it's a bit more "alive".
- One thing I didn't really get was how the weapon was improved, I think it was like cycle of 3 different fire rates but not sure at all. It was kinda weird that after improving it, it came back to normal after some time. Maybe adding a bar which gets empty with the time could help to understand the improvement is not definitive (or a least if is like that currently in the game, but that's what I understood, sorry if I assume wrong :x ).
- And as you do a scoreboard, I discover one thing by checking out games during this Ludum Dare, that is Dreamlo.com . It helps to create easily online scoreboard, and there is an implementation of it available on the asset store (I didn't check it yet), and I was thinking of maybe using it for my next Ludum Dare, so maybe you'd be interesting in it! ^^
Anyway, great game you've made, congrats!
Cheers!
A bit strange to feel so slow walking around, because in these kind of games. Like nuclear throne, it feels more common that the character can run quickly. I'm not saying I'm necessarily opposing the slowness of the movement though.
The way you were allowed to keep mouse pressed and then only had to release for overheat was a really nice touch.
There might have been a meter for it, but it felt a bit unexpected each time I ran out of power-up.
First time I played, I died because I assumed that you could pass the tree at the top of the island, because it really looks like it and that was a bit evil.
But besides these comments, really well made and enjoyable game.
Thank you very much for all the info, I'm adding it to my backlog - screenshake, UI improvements, powerup meter, sound issues and shooting sound with more punch. Cheers!
As for the player speed, from time perspective I think at least a bit more speed would be good - not wipeout mode, but a tad more dynamic movement would be better. Powerup timer UI feedback is something I indeed missed (it was intended to be like that, but it's too confusing for player), so you're exactly right on that one. Glad you liked my project! Loved yours btw. Cheers!
Moments I liked a lot:
- Game setting, level design (despite art is not yours, everything in its place)
- Game introduction and "How to" page.
- Game-to-player feedback (death animation, bullet hits, etc)
- Fun and classic gameplay
Moments I doubt:
- Some sprites overlapping is incorrect (enemy head under wooden fence, for instance)
- Passive AI and exploit caused but it.
- There is no gameplay progression (like in Alien Shooter survival mode where you get new weapons from bosses and enemies become stronger)
- Barrels are not explosive (how dare you!)
Here is my playthrough: https://youtu.be/jXoIPeFavU4

Thank you for the game! :gem:
Everything you pointed out is true, and I'll try my best to address it when developing max further. It actually turned out better than I expected , since I never tried to get things done so quickly, but it still needs loads of work, and the feedback I got so far is extremely helpful. My backlog and todo is full, so I'll be busy in no time, just have to get the everyday work out of the way :)
Thank you, you're awesome!
interesting!
-great Graphics
-music was ok
-great humour
-Player speed needs to be increased
-nice controls
- improvement needed in AI game mechanics
Overall a great game.Loved playing it
Do try my game :
https://ldjam.com/events/ludum-dare/38/sunken-mystery
https://www.youtube.com/watch?v=tDuO7KTgNEs