System Up-grade by dirkinz
In System Up-grade you will travel through space getting up-grades as you go. The increased power usage will allow more enemies to lock on to your location though. You will have to use the powers you just picked up on the conveniently color coded enemies.
In less fruity words you get a new upgrade every level and you can choose what key to bind it to. Each upgrade will spawn more enemies though.
Version 1.1 People were getting confused by the player bound controls so I updated some of the text to try and make it clearer.
| Windows | https://kilted-gnome-games.itch.io/system-upgrade |
| Windows | https://kilted-gnome-games.itch.io/system-upgrade |
| Original URL | https://ldjam.com/events/ludum-dare/40/system-up-grade |
Ratings
| Overall | 950th | 3⭐ | 21🧑⚖️ |
| Fun | 927th | 2.842⭐ | 21🧑⚖️ |
| Innovation | 986th | 2.658⭐ | 21🧑⚖️ |
| Theme | 933th | 2.895⭐ | 21🧑⚖️ |
| Graphics | 783th | 3.105⭐ | 21🧑⚖️ |
| Mood | 784th | 3⭐ | 20🧑⚖️ |
| Given | 18🗳️ | 12🗨️ |
About the game:
It seemed strange why do I have to bind controls at runtime, but then it hit me. I really like the idea. As game developers, we try to make controls as simple as possible, but breaking that rule to fit the game theme seems really clever to me. Gameplay wise I like how you figure out progression where you only need movement and only later shooting.
Pros&Cons:
- +really nice theme fitting idea.
- +Good progression system based on what is aviable to the player
- +Overall solid standard space shooter game.
- -Foreground objects (mostly bullets) don't have high contrast with background, making them harder to spot.
@csanyk The game is color coded. So if you use a red shield you can block red projectiles or to kill a yellow (square) enemy you would use a yellow weapon. I'll definitely admit that was not well explained though, thanks for pointing that out.
@fancyreckless Thanks for the well thought out feedback. I definitely agree the projectiles don't contrast enough. that was something we planned to get fixed before the jam ended but the last day the pipes in my artists house backed up and overflowed and I was scrambling to finish the code. I do regret not prioritizing it a bit more though.
I didn't get really far. My high-score after a couple of retries was 4200. But it was fun.
Some other comments:
* When having dual shields, it was hard to see what shield(s) were active.
* You could easily die several times in a row because collision detection was done before you even got to see your new ship. I would suggest adding a invincibility time after respawn.
I liked the enemies and obstacles and it was nicely done the way it warned where the cheese was coming.