Bitverse by klekky

This game was made by me with the help of the_doctor090 and Sean for Ludum Dare 38. This was our first ever Ludum Dare, so the game is kinda "questionable" :p
Explore isometric planets and kill its inhabitants in order to fuel your ship. Collect 7 resources from 7 different levels to win the game.
All graphics, sounds, and code were made during the event.
game link:
https://klekky.itch.io/bitverse
- klekky - coding, textures, sound, design
- the_doctor090 - textures, design
- Sean - sound
Tags: 2D - 2.5D - Isometric - Construct2 - Browser - Online - TwinStick - Shooter
| Original URL | https://ldjam.com/events/ludum-dare/38/bitverse |
Ratings
| Overall | 399th | 3.346⭐ | 28🧑⚖️ |
| Fun | 190th | 3.538⭐ | 28🧑⚖️ |
| Innovation | 678th | 2.423⭐ | 28🧑⚖️ |
| Theme | 699th | 2.538⭐ | 28🧑⚖️ |
| Graphics | 427th | 3.385⭐ | 28🧑⚖️ |
| Audio | 360th | 2.923⭐ | 28🧑⚖️ |
| Humor | 578th | 2.05⭐ | 22🧑⚖️ |
| Mood | 595th | 2.792⭐ | 26🧑⚖️ |
| Given | 5🗳️ | 22🗨️ |
You can right click on it :)
Also no end screen
All in all though good graphics and 10/10 would shotgun wall glitch again
* a text label near dots
- for space-saving and sci-fi flavor, could be random letters+numbers to represent coords or unnamed systems, eg: ND83, L92D.
- The font called "04b03" might be small enough for this..
* subtly colored 1px outline around the dots to give the impression of a button
* perhaps remove the blink.
- (I thought it represented my current location for a while)
* possibly add another static symbol representing current location
- (perhaps only the currently selected target blinks!)
The player controls felt solid. Hope you had a good first jam experience! (\*⌒▽⌒\*)ノ
- Don't let the enemies shoot from off screen (it feels unfair and preventing it would allow for introduction of more player focused gameplay challenge
- Reduce the activation range of the enemies (this would allow the player to specifically take out groups of enemies, allowing for a more strategic approach)
- Improve the level design (Either through making more linear levels with a clear path the player is especed to follow allowing for carefully crafted challenges, or through areas of carefully crafted challenges)
- Reduce the speed of the bullets (Again, this allows for more "fair" difficulty - allow the player to dodge them if they're good enough and allow the challenge to stem from player skill - being surrounded is basically game over as is)
Overall though, a really solid first time entry, with awesome game feel - I loved the feedback you got when killing the enemies, both the blood and sound effects really added to the experience.
There were a lot of controls but I had no trouble using them. I had fun playing it.
This is a very good entry. Thanks for making it for us.
P.S. If you have time and could review mine as well https://ldjam.com/events/ludum-dare/38/spider-collider
Like others said, controls were slightly odd and I seemed to have some performance issues. But overall, great job.
- The controls took a bit to figure out. I like being able to use the mouse to target shots. The enemies were quite fast though.
- The action happened so quickly it took me a few deaths to realize I had died and respawned.
Hope you continue with this after the jam, it's a great concept for a game.
The concept is really solid, but perhaps not explained very well to the player. I had to read the instructions a few times; at first it felt like they just didn't mean anything. Perhaps there is a way to streamline them for make them more "discoverable."
All in all, though, this is a phenomenal showing for a first Ludum Dare. There's a lot of potential here if you wanted to keep at it, and I'm sure you can come up with some great things in future.
It's a fast, fun run and gun game! :D
What @bumblepie said about gameplay that is right.
+ select box of the planet is a bit small.
Very good for a first entry!
Anyways, on to the review. I think you did a spectacular job for your first try, the gameplay is fast and the controls are very responsive. If I were to give this game some criticism, I would say that the shooting sound effects are quite annoying, and dodging enemy bullets was almost impossible. I think some more enemy variety would also add to the experience. Other than that, this is a fantastic entry! You guys should be proud of yourselves. I can't wait to see what you guys make for the next Ludum Dare :)
I couldn't really find out if there was any planet beyond the first, if there wasn't this game is a little short. But I did read in the description that there should be more, my fault for not finding out how to get there I guess.
Minor points:
- Enemies shoot from outside of the screen, this doesn't feel nice.
- I love how the enviroment on the planet looks and feels, with all the leafs and trees!
There are a couple of bugs (or what I presume are bugs), I found a cool laser-looking gun on the second planet, but was unable to pick it up even after dropping my own gun. Also found a shotgun and was able to pick that up just fine.
I think if you get the crystal, but don't make it back to your ship afterwards, it shouldn't count :-p. But, I also think that any weapons you successfully bring back to your ship should be available as choices when starting a level, rather than forcing you to always go back to Vector.
The enemies on the third level are too deadly, I think, and take too many hits to kill. Re-doing that level over and over again wasn't so much fun.
All those things are polish issues, though; the core gameplay is fun, and the levels seem pretty well designed. Good job!