Bitverse by klekky

[raw]
made by klekky for LD 38 (JAM)

Desktop 04.24.2017 - 18.07.07.01.png Desktop 04.24.2017 - 18.07.17.02.png Desktop 04.24.2017 - 18.07.52.03.png Desktop 04.24.2017 - 18.10.14.06.png

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

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🗨️

Feedback

the_doctor090
25. Apr 2017 · 03:09 UTC
Go team spirit 🐢
ThatFrankGuy
25. Apr 2017 · 04:28 UTC
How to pick up the tommy?
🎤 klekky
25. Apr 2017 · 22:34 UTC
@thatfrankguy you have to stand near it and right click on it. There should be a list of controls in the main menu.
the_doctor090
25. Apr 2017 · 22:36 UTC
@Thatfrankguy
You can right click on it :)
drazil100
29. Apr 2017 · 09:15 UTC
This game has some issues with game to player communication. I had to be told how to start the actual level in order to play it at all. Also I did't know I could swap guns until I was told (though that one I probably would have known had I read the controls section of the page). That aside I actually had fun in the actual levels and this is so far one of the most fun twin stick games I have played this Ludum Dare season so good job!
JoyFired
29. Apr 2017 · 20:58 UTC
Yeah main problem is the awkward control bindings, after you get past that you realize that you can beat the entire game by doing level one over and over until you get the third diamond.

Also no end screen

All in all though good graphics and 10/10 would shotgun wall glitch again
simonhutchinson
30. Apr 2017 · 01:11 UTC
How do I teleport to places? I get to the "E" place and press E, but I don't know how to operate the map. And hints?
the_doctor090
01. May 2017 · 03:21 UTC
@simonhutchinson youu can click on the white dot in the console and the move to the red X on the floor and press e there as well.
🎤 klekky
01. May 2017 · 03:47 UTC
@simonhutchinson You can teleport to places after selecting a level from the ship console. To teleport to the level, press E on the red X in the ship. There should be a list of controls both on the itch.io page and in the main menu screen. I have edited the page in order to make them more clear.
Jeremy Ryan
01. May 2017 · 04:39 UTC
I like the select-a-planet-and-teleport-there mechanic, can become super cool if the game ever expands to be bigger. Impressed at the number of unique sprites and levels for the short period of time. The actual fighting could be more interesting, but hey, you made this in a weekend. Well done!
LittleRain
01. May 2017 · 04:47 UTC
Sick game man, reminds me of Paintball 3 extreme, was my favorite game back in the day.
Kristian David
01. May 2017 · 08:38 UTC
The graphics is the best thing about this game
parkdraws
03. May 2017 · 08:42 UTC
Hmm, a few possibilities to improve the console map usability?
* 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
mikea
05. May 2017 · 13:20 UTC
Nice work for your first participation. And yes, questionable to have to kill people to get fuel. Keep on working your game design skills :smile:
Bumblepie
06. May 2017 · 07:43 UTC
Some really nice simple run n gun gameplay. As I said on stream, there's a few things that could be done to improve the game balance, notably:
- 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.
pascalman
13. May 2017 · 19:06 UTC
It's too hard for me, but in any case game looks great. Good job!
mooncalf
13. May 2017 · 19:14 UTC
Really nice game-play. Very solid aesthetic. Lots of controls but I only had to reference them once. I got a little bit confused when using the map the first time, I wasn't sure how to exit ... walking away did it.

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
Sputnik3D
13. May 2017 · 19:45 UTC
Hey! That was pretty cool. I would definitely pay for something like this if it was more fleshed out. It reminded me of games I used to play long ago.

Like others said, controls were slightly odd and I seemed to have some performance issues. But overall, great job.
tddawson
15. May 2017 · 03:36 UTC
Well done! It took me a minute to fully understand the controls, but once I did I felt like it controlled well. I had fun playing it and would enjoy seeing what other ideas you guys could come up with to keep it fresh and encourage further play. Congrats!
Kate Kligman
15. May 2017 · 03:49 UTC
- This is really fun! I love the concept of teleporting around to different areas and exploring planets. It kind of reminds me of Starflight.
- 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.
rjhelms
15. May 2017 · 03:59 UTC
The graphics are amazing, and the core gameplay - running and shooting - felt really good.

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.
BitOfGold
15. May 2017 · 04:19 UTC
Level/planet selection by teleporting is great.
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!
zotapianola
15. May 2017 · 05:01 UTC
Die! Die! Die! kind of game. I had fun playing it after I got a hang of it. Maybe you could improve the map for teleporting. Good job!
Megalink
15. May 2017 · 08:11 UTC
This is a pretty good game! Yours and my teams entry are actually pretty similar, i'm sure you may enjoy it: https://ldjam.com/events/ludum-dare/38/chroma

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 :)
Florian van Strien
15. May 2017 · 08:22 UTC
This game is actually pretty good! The graphics are solid, the controls work nicely after having understood them, and the gameplay feels good overall. Maybe some more in-game control help would be even better, there already was the help that you needed to press X but there could have been a bit more.

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!
philomory
19. May 2017 · 22:56 UTC
It's kind of absurd how much content you were able to fit into this, given the constraints. Good job on that. It also looks and sounds pretty good. As you've noted, the controls probably need to be either rethought or better explained in-game (or both), but once you know how to play it controls smoothly enough.

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!