Knockback by Jay2645


A chaotic game about knocking all your enemies out of bounds.
You have 3 minutes to try to get your damage percentage (in the bottom-right) as high as physically possible. Get hurt to make the damage percentage go up -- but be warned that higher damage means you take more and more knockback from being hit by enemy shots! Knock a player out of bounds and you steal their damage percentage, adding it to your own total. Get knocked out of bounds and go back to zero. At the end of 3 minutes, the person with the highest damage percentage wins.

I didn't get the chance to put much work into this game as I would have liked; my dad had to be rushed into the emergency room overnight on day 1 of the dare (he's fine now). I effectively lost about 2 days' worth of time that I wanted to spend working on this, which means that the art and UI needs work -- but the core game loop itself is there, and I have fun playing it! I hope you guys do, too.
Ratings
| Overall | 622th | 3.405⭐ | 23🧑⚖️ |
| Fun | 164th | 3.786⭐ | 23🧑⚖️ |
| Innovation | 824th | 2.881⭐ | 23🧑⚖️ |
| Theme | 757th | 3.2⭐ | 22🧑⚖️ |
| Humor | 729th | 2.605⭐ | 21🧑⚖️ |
| Given | 26🗳️ | 17🗨️ |
Check out my game if you would like!
https://ldjam.com/events/ludum-dare/40/virus-detected
Sorry to hear about the problems during the jam, and congrats on shipping anyway.
The AI is literally super-simple (choose target at random, walk up, shoot), and was basically there for prototyping. It's going to be one of the main things I'll be focusing on, once I improve the overall UX.
What sort of modes do you think I should add? I'm torn about trying Overwatch/Team Fortress 2 "Capture the Point"-style modes, but I'm worried about it being too annoying to try and capture/defend one spot while you're being flung around everywhere. Capture the Flag wouldn't really work, either, since you can't "die" in the traditional sense (other than being knocked off the map).
There's also the Smash Brothers-style "Lives" system, where if you get knocked off the map X times you're out. I like that idea in theory, but I would need to find a good way to visually represent how many lives enemy players have, so they can be prioritized appropriately.
Do you have any ideas as to different game modes I could include?