Wingman by minibobbo
You are a SPACE PIRATE. After a long day of pirating you have to spend some time RUNNING OUT OF your victim's SPACE.

Do that by shooting everything until you are far enough away to jump to lightspeed.

WASD or Arrow keys to move. Mouse to aim and shoot. More specific instructions in game.

| HTML5 (web) | https://minibobbo.itch.io/wingman |
| Source code | https://github.com/MiniBobbo/LD42 |
| Original URL | https://ldjam.com/events/ludum-dare/42/wingman |
Ratings
| Overall | 147th | 3.859⭐ | 73🧑⚖️ |
| Fun | 127th | 3.782⭐ | 73🧑⚖️ |
| Innovation | 646th | 3.116⭐ | 71🧑⚖️ |
| Theme | 951th | 3.014⭐ | 71🧑⚖️ |
| Graphics | 227th | 4.014⭐ | 72🧑⚖️ |
| Audio | 109th | 3.829⭐ | 72🧑⚖️ |
| Mood | 190th | 3.644⭐ | 68🧑⚖️ |
| Given | 74🗳️ | 83🗨️ |
Great entry!
@scott-purcival One thing I was unsure of is the difficulty curve. When you say the difficulty picks up fast is that a positive thing or a negative thing? Thanks!
@zachary-granger The early builds didn't have a minimap at all and it led to gameplay where you just stayed next to the ship all the time. The minimap really changed the game in a good way and it only took about 20 minutes of work. Thanks for the comments!
@steffanie I can't seem to design a character that doesn't end up looking like Mega Man... :neutral_face: I like Mega Man though, so I guess it is a good thing!
@guilhermesouza It's interesting that you say the sound was a bit loud. I thought it was a bit soft, but it is hard to get it right. Which browser were you playing on?
@darrenh I thought about using the flocking algorithm to make them spread apart while still sticking together as a group but didn't have time. Thanks for the comments!
@pennycook There is code in place for swapping weapons. Just didn't have time... Maybe in a post-compo!
@zlabya Thanks! I like the minimap too!
@zeta0134 If you play Drones or Pyramids you will see some of the different ships that attack the player in different ways. Gunship also has a boss type enemy that does fly straight at the ship, but can be knocked back. It also requires some additional skills like dodging the blue while blocking the red that the earlier enemies don't.
I've never played the Ikaruga series but I looked it up after you mentioned it and it does have that vibe. A closer inspiration was an old flash game called Frantic Frigates. Thanks for the comments!
here are some minor details I think are worth looking at:
1) I think the top UI progress bar is a bit too big and therefore distracting. Kinda like the opposite of my game where it ended up being to small :)
2) on some levels you can just put yourself in a certain position and just block all bullets - sure you get stunned but you still block all the red ones. This is an example from teh gunship level:

1. I agree about the HUD. I changed it to just some dots, but I'm not sure I like them. They still might be too large.

2. You're right. I recognized that as a problem during the jam and was trying to choose between two different methods to solve it. The first was that shots pass through you when you were stunned. The second was apply some knockback based on the angle of the shot that hit you, so the stunning shots would also push you out of the way but you would still block bullets. I was in the process of deciding when I got distracted by soemthing else and never came back to it. I'm leaning towards #2 because I think a situation might arise where the enemy accidentally hits you into defending some otehr enemy's attacks and I think that might be fun.
I love the graphics, very clean and polished. I would like to see more of your work; keep it up!
@batlordz Thanks! The minimap was actually super quick and easy to implement and can be added to almost any game. I wrote a post about it here: https://ldjam.com/events/ludum-dare/42/wingman/creating-a-quick-minimap
@injured :blush:
@mattincho Thanks! We're going to keep working on this for a while and see where it takes us. We will be releasing a post compo version sometime in the near future.
@shane Yep, a shop where you spend stars to purchase weapons that you can take with you into the levels (making the last two levels actually possible to beat). Some new enemies and bosses. Who knows. We're still brainstorming.
Try our game too, maybe you'll like it)
@f1krazy I need to shorten the bullet life to stop the "snipe from the center" strategy :laughing: The "sit in front of the ship and block all the bullets" strategy is valid, but will get tougher in the next update when enemies can knock you around. The later levels do get more difficult with a couple new enemy types and much more frantic gameplay. Maybe too frantic!
@awix Thanks for the comments. I doubt we will change the music because we love it, but to each his own!
@bustosman The challenge was tough to get right. I still haven't beaten the last two levels, but I've got really close! Thanks for the comments.
@king-kujito Thanks!
@wetbox All the sounds and music was made by @jamesolivermusic and he did a wonderful job. I would say things like "The music should sound like Mega Man 2, but totally different", and "this sound effect should have a lot of WHOOP and only a little TING" all of which make absolutely no sense and he would come back with gold. The game definitely isn't the same without the music and sfx playing. Thanks for the comments!
@flashviper The only reason I made the player red and the enemies blue is that the red was easier to pick out on the minimap without really looking at it. Blue is harder to see. I could have used a cyan or something, but the colors looked weird. One of those moments where function overtook form. Thanks for the suggestion!
@killing-kitty Yeah @jamesolivermusic did a great job.
@nam-nguyen I'm not sure exactly what you mean but I know that the minimap needs work. I was going to have an outline around it and maybe some markings to make it more clear what was going on, but I liked the way it turned out enough that I called it "good enough" and moved on. If you have any specific suggestions I would love to hear them! Thanks for the comments!
Nice job!
and this mechanic that you can block some of the shots is very nice but I wonder why the spaceship manufacturer decidet to put the strong shield and the weapon inside the space suite and not the ship itself xD
I like the sounds and music aswell as the fact that you have to defend a ship whilst the player is invincible.
The pixel art is really good. The gradient on the "Back to menu" button is smooth and out of place with the rest of the games retro banded aesthetic.
Overall I enjoyed the game, and rated it highly, well done :)
Ok, so the theme is LOOSELY connected :smile:
@zicboy Thanks!
@huminaboz Thanks! We've all been there. I was playing a game this jam that I swore was busted only to realize I was looking at and trying to control the enemy. :slight_frown:
@trevor-hayes :open_mouth: you're totally right about the button. They all used to be like that and I thought I changed them all to the lower rez ones. Guess I missed that one.
The shield ping is annoying because the shield is OP. Rather than fix it, I decided to just make the sound really loud and annoying in hopes that players use it sparingly.
Just kidding. Thanks for the feedback!
I played through a few levels levels here and there- it gets pretty difficult because you have to dodge all the blue bullets while letting the red bullets hit you. Could be cool to see upgrades or powerups to vary the gameplay a bit and make it a bit easier for the hard levels.
I liked the transitions when the ship flies off at the end of each level and the different enemy types.
nice job!
That gunship is too OP, though. I mean, it can shoot blue and red bullets at the same time, so you have to be stunned if you want to block the red bullet. Combined with those pyramids and the annoying knock back you get when stunned while moving, it makes the game too difficult on the last two stages, for me at least.
In my opinion it is a problem because players might rely on luck as the enemies sometimes come from a single direction, so staying still at a strategic spot would save the ship. I would suggest to give some kind of ability to counter the blue bullets so players can do more than dodging, and can stand a chance against the gunship.
Good luck, Don't forget to take a look at ours if you don't mind and see what it's like when we just focused on graphics in this game jam!
Game Link: https://ldjam.com/events/ludum-dare/42/spacelab-42a
@aeveis Thanks! I have upgrades planned (and actually implemented) but it will be more of a store where you purchase items with stars and select some to bring in the level. It should add some depth to the game.
@vekstr The gunship takes some practice. The trick is to not stay between the ship and the gunship so the blue bullets are shot at you and then you can swoop in and block the red ones. I think the last two stages are actually impossible. I got a single star on the second to last one, but the last one has so far eluded me.
The knockback is actually a mistake (don't tell anyone!). I MEANT to zero your acceleration so you would drift to a stop while stunned. Instead I zeroed your velocity but the acceleration stayed, so you accelerate to max speed in whatever direction you were last pointing... :frowning: It is fixed in the post jam version, if I ever release it.
@tontonpizza Thanks! I love pizza.
@rahim-pxr I think the balance works until the last two levels. I was planning on stopping after the gunship, but for some reason just added some poorly thought out and balanced ones...
@roman-petrov I think this one came out really well! The theme is a bit of a stretch, but it took like 5 hours to come up with, so I just ran with it!
@icarus-nb Yeah, it is impossible I think. I've got a post jam version with new weapons and items and... I still can't beat it... Sorry about that :smile: