Knockback by Jay2645

[raw]
made by Jay2645 for LD 40 (JAM)

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🗨️

Feedback

Patrick D
04. Dec 2017 · 12:52 UTC
I liked that I could get over 3000% damage. Fun game!
videojames
05. Dec 2017 · 07:16 UTC
Omg I LOVE how it feels and looks. I wish more shooters ran and felt this good. Really nice motion blur too.
Infraxion
05. Dec 2017 · 07:39 UTC
It seems like a hybrid between a brawl game and an fps game to me - I think it has a lot of potential in that aspect!
🎤 Jay2645
05. Dec 2017 · 07:51 UTC
@infraxion The idea in my head was making a first-person Super Smash Brothers ripoff (which is why the GitHub project is called "Super Splash Damage"). I'd really love to expand on the concept eventually!
Infraxion
05. Dec 2017 · 07:57 UTC
@Jay2645 Good luck! I've got this bookmarked, really interested to see where you take it c:
Stix
05. Dec 2017 · 08:03 UTC
Loved the concept behind this. Smash bros gone shooter. With a little more polish I could definitely see myself playing this online with friends!
koemeterion
05. Dec 2017 · 08:05 UTC
I liked this one. It just feels right, and the shooting sound was good too. Sometimes it feels like 'I'm flying but never got hit' not sure about that, but I never saw a sphere coming through me. Anyway this was fun!
GerardB
05. Dec 2017 · 13:22 UTC
Hey, this really works! As people have said I really see myself playing this game with friends! Keep it up and congrats :)
KeiLazu
05. Dec 2017 · 22:36 UTC
this game is.......oh shoot IT'S OVER 9000 % O_O, i just so amazed that after 12000% it got force closed lol, anyway it's fun, hope there's an arena multiplayer for this
🎤 Jay2645
06. Dec 2017 · 00:20 UTC
@keilazu It force-closes when you run out of time. I wish I could have put a score screen in, but that's when family issues came up and I was never able to implement a main menu or score screen. :(
lautregars
06. Dec 2017 · 00:46 UTC
Nice motion blur, fast paced, and everything. Works well. Funny physics. You done it on solo, and it's your first Ludum (like me <3 but my game's in Compo) , so really, kudos to you mate. can't say more, the game's good !
Fluffi
06. Dec 2017 · 00:55 UTC
I like the weapon design and the innovative combination of brawl and fps.
IllaBom
06. Dec 2017 · 01:01 UTC
I enjoyed playing this game a lot, It would be helpful to have more instruction within the game though. Also when the 3 minutes were up the game crashed for me. I like the use of model and animation too aswell, good choice.

Check out my game if you would like!
https://ldjam.com/events/ludum-dare/40/virus-detected
🎤 Jay2645
06. Dec 2017 · 01:03 UTC
@lautregars I wish I could have done the compo! I had planned to replace all the art and stuff originally, but I wanted to get a basic prototype done first so I could decide what the art should look like (the color scheme came very late in development, like an hour before the game was submitted late).
lautregars
06. Dec 2017 · 01:04 UTC
@jay2645 Honestly, you did well enough, even for the jam, so that's fine ;)
Justin Toyo
06. Dec 2017 · 01:07 UTC
This is probably the most hilarious thing I have ever played! Just seeing a model go flying off the map is awesome! Nice work!
pkenney
06. Dec 2017 · 05:11 UTC
Suuuper satisfying to fire the gun. I wish it was as satisfying when it hit someone! Nice work given the time problems, I would have loved to see where this went, it seems like a cool direction.

Sorry to hear about the problems during the jam, and congrats on shipping anyway.
Porcus_Pie
06. Dec 2017 · 05:23 UTC
Gameplay wise this was loads of fun. Shooting people around and knocking them all over the place was just hilarious and there is so much in this game to love. I can imagine that if this game was multiplayer, I could play this with my friends for hours. I only have a few things worth mentioning. The AI wasn't overly good, meaning it was kinda stilted at times, and I would have really liked to be able to see how what the other players percentage was, so I knew who to attack. The only other problem I had was that I wanted more, more stages more gameplay modes etc (but I understand that is really hard to do in a Jam, especially with your dad). I would love to see this game developed more, but given the situation you did really well.
🎤 Jay2645
06. Dec 2017 · 06:06 UTC
@porcus-pie I'd love to incorporate multiplayer! That was one of those things I thought about as soon as the mechanics started coming together. I appreciate your detailed feedback, though!

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?
Porcus_Pie
06. Dec 2017 · 06:38 UTC
@jay2645 I agree with those points you made there about the modes you mentioned, and the AI makes much more sense now, especially given it was prototyping.(I can't make AI at all so it's better than I can do anyway). If you did lives you could represent it by maybe markers above the head, or even having different colours for people on different lives, if depends on the aesthetic you go for. You could possibly have a team or juggernaut mode, with the juggernaut being one strong guy and everyone against them. Other than that I'm not sure, FPS games aren't my usual cup of tea. Good Luck with it and I hope you don't mind my suggestions.
AViTT
28. Dec 2017 · 02:26 UTC
I think there's the bones of cool shooter here with this game. Nice graphics and controls well. Good entry, well done.