Karma is a Bitch by drmargarido
Description: The world is so small that if you attack and fail to hit the enemy, the attack will go around the world and may hit you.
How To Play: Space - Jump Left Mouse Click - Throw Axe R - Restart game
Screen Shots:

Cover Image:

Source Code: https://bitbucket.org/Alface0/ludumdare-38-karma-is-a-bitch/
Download Links: https://www.dropbox.com/s/mt32qbmuck8k7ld/Karma%20Is%20A%20Bitch.zip?dl=0
PLAY WEB HTML5: https://drmargarido.itch.io/karma-is-a-bitch
Ratings
| Overall | 507th | 2.591⭐ | 24🧑⚖️ |
| Fun | 419th | 2.739⭐ | 25🧑⚖️ |
| Innovation | 353th | 2.913⭐ | 25🧑⚖️ |
| Theme | 42th | 4.136⭐ | 24🧑⚖️ |
| Graphics | 495th | 2.391⭐ | 25🧑⚖️ |
| Audio | 421th | 1.278⭐ | 20🧑⚖️ |
| Humor | 289th | 2.435⭐ | 25🧑⚖️ |
| Mood | 499th | 2.333⭐ | 23🧑⚖️ |
| Given | 25🗳️ | 10🗨️ |
@fouralex Thank you, since it's a small world the idea was the attacks you use can go around the world and attack you back. That's why the name is "Karma is a Bitch" :laughing: . Yes my collisions where failing because of the way objects rotated around the world, but the time limit was 48h so I didn't have time to fix that, add sound or create a boss.
I like the core game mechanic :D
Nice mechanism, it would be great if the portal move with the same speed of the player (to avoid spawn kill).
Good game i had fun playing it.
The concept is cool, and it's pretty well executed. Dying sometimes felt a bit unfair, but it wasn't too much of a problem.
Well done!
Had a lot of fun though and I could imagine this becoming a great game if you take the idea further.
@geeitsomelaldy Yes spawning is random since the level design would more time. If I design the levels that random platform spacing will be fixed. But that's still a nice idea, some control over the jump would make the game more interesting and require more skill of the player. Thanks for the feedback.
@kasarun I'm glad you liked it :smile: . I hadn't think of moving the portal, but that could be a really interesting fix for the spawn collision problem. Thank you for that idea.
@pixzleone Thank you. Yep I had music and sounds in my plan, but when the compo was reaching its end I had less than I expected and had to cut somewhere. The collisions I built had some problems when rotating but the time ended before I could fix it, so sometimes the player dies in an unfair way by touching a good position in the platforms. Next compo I will need to plan better :grin: .
@erkberg I should had added some spawn time where the collision would be ignored. I didn't raise the difficulty because I wanted to create a boss after some play time :smile: , but I couldn't do that on the 48H. Well, you are right even with the boss the difficulty should raise to make the game more interesting. Thanks for your kind words.
@toonteamj Ahah, yeah most of the times I play I throw the axe at the beginning to just look at it spinning around :smile: . The html5 version didn't associate the controls with the game by default, I should have made the deploy for various platforms. But there was a fix I put in the itch.io page under the controls, have you tried that?
@campbell Thank you :laughing: . Yes I went out of time with various things to fix and others not done. I Will need to plan better the next compo.
Will readjust the RNG and test the movement of the spawn portal. Thanks for your feedback
It's not the first GDX game to fail on this here. Still, loved the concept and the name!
The idea of the axe going around the planet is fantastic, and the game fits the theme very well. The art is cute and the planet looks pretty good.
The things that bothered me, other than obvious things like the omission of sound, are the deadly platforms and the nature of the portal that spawns platforms and enemies.
I think, like some others, that the platforms should have been safe, and that the aliens should have been made more difficult. Perhaps a projectile attack could have been good, or maybe enemies that jumped, forcing you to dash under them. Something like that could add a lot of depth and challenge. Enemies coming from the opposite direction of most could also have been good.
I think that the portal should move so that it always is in the same position relative to the player. It seems safe, or even like the end of the level, so it seems unfair when you die when it places something inside of you when you are on top of it. Perhaps even just restricting enemy and platforms spawns when you are touching the portal would do it.
In addition, I feel like that there should be able to be more than one axe in play at once. Then, missing an alien would make the game permanently harder, and give the axe, one of the coolest ideas of the game, a more prominent role. If aliens were more difficult this could also give more of an incentive to take the risk of throwing an axe.
If it seems like I'm being hard on the game, its just because I see a ton of potential here! With those changes, this game could really come to life, and be a ton of fun.
Good work overall!
I died to the platform bug. I think the controller could use a bit of work, maybe add some graphical sheen to the package overall. I kinda liked being killed by my own axe... I'm weird. Thanks for the submission!