Grid Gunner by SuperTibbles
The reds are taking over, and you are the one to stop this! Infiltrate and destroy their base in Grid Gunner, a turn-based bullet hell where everything is depending on you. All projectiles and enemies move when you move so that you can take your time while figuring out how not to die. This game was made in Ludum Dare 41 with the theme of mashing up 2 unlikely genres. Grid Gunner is a combination of the bullet hell and turn-based genres.
Your mission is to take out the operation from within. Unfortunately, due to your noticeable presence as a green and your un-stealthy entrance, the reds have noticed you. The reds can come in many different forms, ranging from big deadly ships to small boxes. Good luck on this mission.
Made by:
@SuperTibbles (age 13) - Game Programming & Level Design
@Jovlett (age 13) - Art, Music, SFX
@Brent (age ???) - Help, Concept
Controls:
-Click any tile or enemy to aim at it
-Click the dots to move and take a shot
Made with:
-Unity
-LMMS
-Krita
-BFXR





Ratings
| Overall | 141th | 3.947⭐ | 221🧑⚖️ |
| Fun | 154th | 3.861⭐ | 222🧑⚖️ |
| Innovation | 140th | 3.918⭐ | 221🧑⚖️ |
| Theme | 222th | 4.048⭐ | 221🧑⚖️ |
| Graphics | 360th | 3.836⭐ | 221🧑⚖️ |
| Audio | 255th | 3.6⭐ | 213🧑⚖️ |
| Humor | 679th | 2.716⭐ | 187🧑⚖️ |
| Mood | 363th | 3.529⭐ | 208🧑⚖️ |
| Given | 141🗳️ | 71🗨️ |
It would be nice if lives didn't carry between levels and you had health instead, so you can use the earlier levels to figure out the gameplay.
The power up was a lot of fun, but having to start all over again when I died was no fun :/
Neat idea, just wish it was a little easier to play.
The graphics and audio were simple but effective, and I very much enjoyed it.
Sometimes, when the screen got busy, it was hard to tell which squares were safe and which weren't. It would've been nice to highlight all of the square that the bullets were *going to be*. Also, making clicking both aiming and moving felt kinda bad, sometimes I was just a little off and moved when I meant to shoot (and the vice versa). Being able to make all clicks aim and using arrow keys/WASD for movement would've been nice.
In addition, starting from the beginning on death is very annoying.
That distortion effect looks very good and helps differentiate your game from all the other ones out there. Very solid game
I never knew that I needed a turn-based bullet hell game. Superhot is fun, but this was even better timing.
Thank you for suggesting I play your game.
-Click on a dot to move and shoot
-Click anywhere else to aim
I needed some time to understand the controls, but in the end I had loads of fun!
You nailed the theme combining two different genres.
Solid and nice entry, thanks!
Addictive, challenging and fun.
My only critic is that I'm not a fan of the green, red and orange color scheme.
They are hard on color blinds.
My only critique is that I think for readability you need to have every game object lerp to their new positions. I know classically turn-based games are cool jerking from tile to tile, but (A) 2018 and (B) there's so much moving on the screen it's difficult to get a sense of velocity from one turn to the next. Lerping would solve that problem nicely, I think.
I really enjoyed this and will be showing others. Great work!
Great work here, I'm not a big fan of bullet hell games, but this was a much more fun take on them for me :)
art and everything looks really cohesive this is awesome
I immediately thought of some futuristic scifi scenario like blade runner or matrix.
https://ldjam.com/events/ludum-dare/41/hype-time
It is quite stressful to make your next move when you are surrounded by so many projectiles.
By the way levels gets smoothly together, ennemies are fun, the gameplay is fun. I really enjoy playing it.
The art style is also great. Well done everybody :)
The music, sound and visual effects where nice too!
Thank you for your great game.
I’d love for you to review my submission as well.
## https://ldjam.com/events/ludum-dare/41/keyboard-warrior
My game genres are similar to yours.
A different approach makes a different experience and has different fun.
Your game inspires me possible designs about this genres combination.
Nice Work! :D
Took me a while to figure out you fired *after* moving.
Very addictive and polished. Good job.
Hope that helps!
If you have a minute make sure to check ours out! https://ldjam.com/events/ludum-dare/41/raucous+raccard
It's not nearly as complete but we're pretty excited about it.
Take a look on my game: https://ldjam.com/events/ludum-dare/41/vector-rabbits-slayer
Half the orthogonal bullets cannot hit the player, once they have been fired they are in lockstep with player movement, and only if that lockstep is aligned can they hit.
It is not obvious what tiles a diagonal bullet will hit, but it seems to be a pretty big area, making them much more powerful than the orthogonal bullets. Maybe they should just be grid-aligned?
It is perhaps a tad difficult to see what's going on after a while.
Being able to move with WASD and aim with the mouse would speed it up a bit.
So cute! I don't care if I lose because it's okay play one more time to see the game <3
Great music and aesthetic!
EDIT: I also laughed at the Tip: Dying Reduces lives :laughing:
Feedback:
+ Nice minimalist art style overall, and the grid had just the right visual balance to remain subtly in the background but just visible enough to see clearly.
+ Sound effects were pretty limited, but what was there was good. The loudness on some needs tweaking badly, as they were too loud and kind of abrasive.
+ The "buttons" and UI overall work well once you get it all down, but many could be made a bit clearer (i.e. "onwards" did not seem like a button, etc.).
+ The cheeky humor that is the game's "voice" trying to deceive the player is a flavorful idea, but it needs to have some visual hints to indicate so.
+ Enemy behavior is solid but rudimentary. Slight variations in their behavior would feel more organic, and player actions would be less fixed into patterns.
+ Power-ups or coins are rather difficult to reach in many cases, causing the player to clear the level first before being able to reach them in many cases.
+ Aiming is a bit awkward because the player's bullets are spawned at the set angles "after" moving to the next position rather then before moving.
+ Color choices are distinct & intuitive, but the saturation/contrast levels could be lowered a bit to lessen eye-strain. I got a slight headache from it.
The core gameplay and exploration of the genre mixing is well done, but the game still needs some fine-tuning in select areas.
In all, good execution and solid mechanics here. Nice work.
Two cons for me:
1) unfriendly controls. I often move instead aiming, it's critical for this game.
2) Cheating enemies. They're walks through walls? What the banana is this?
More polished this will be sweet game, I promise!
So audacios xD
I Loved IT!
Congratulations. Great game!!!
https://ldjam.com/events/ludum-dare/41/card-em-up-1
Good job guys! The art and gameplay were solid.
I wish I was making games this cool when I was 13.
The art, sound and gameplay all compliment each other so well! I'm honestly blown away by the polish and quality of this game!
Nice work anyway.
Keep working on games to make even better ;)
[My game](https://ldjam.com/events/ludum-dare/41/engine-in-shadow)
I left my rating of your game, if you can leave your feedback in our game, Witch's Escape.
https://ldjam.com/events/ludum-dare/41/witchs-escape
Well done.
The gameplay is really well thought and the level design let the user dive in the mechanics nicely.
Awesome graphics!
5/5
Suggestion: split controls - make aiming or moving say on mouse 2. Otherwise It often happens that instead of aiming player missclicks white dot and makes accidental wrong move. Also consider WASD movement controls as an option - this way the game will become much more dynamic.
p.s. titlescreen music is awesome.
I also often accidentally clicked on movement buttons when I wanted to aim, but hey, that just happens.
What I dislike a bit is that the scaling factor for the pixel optics seems to be fixed - I initially couldn't see the whole playing area on my screen, only in full screen or when using browser based resizing. I also find the bullets difficult to differentiate when they overlap, mostly due to the coarse graphics.
Nice work! Especially at your age! :)
Btw try out my game here if you want: https://ldjam.com/events/ludum-dare/41/memebumps
Would really appreciate your rating and feedback.
my feeling right now: https://www.youtube.com/watch?v=VKhpE-oNoGY
Got to level 8 where I proceeded to lose a bunch of lives due to some bad decisions, bah!
Thanks for playing!