A Tribute to Mayhem by TechnoNugget
A҉ Tribute to M̶̦̱̕͢ͅa͈̫̤̘̗̙͘͝y̵҉̡̖̻̮͈ḩ̣̣͖̖͈̖͔̩̺͙̗̖̤͇͓͕́͞ͅè̳̗͖̟̝̰̼̪̲̕͟͠m̨̢̨̨̬̩͔͎͍͓̹̦̻̰͈̺͎̤̠̦
I decided to go the Card-Collecting Survival-Platformer route with this game. It was a lot of fun to make. When I first heard the theme I was pretty skeptical about it and would have rather had any other theme, but now that I was forced to make a game for "Combine 2 Incompatible Genres", I ended up making a pretty fun little game.
Here's a demo of the crossbow card in action:

Screenshot of the instructions page:

Controls:
Move/aim left/right: left/right arrow keys
Aim up/down: up/down arrow keys
Jump: 'z'
Fall through platforms: hold 'down' key while falling
use primary card: 'c'
use/equip secondary card: 'x'
Description
Readme!
Apparently there has been a lot of confusion about how to fall through platforms, and that's understandable since I left it out of the instructions page, but here's how to do it:
To fall through platforms, jump and then hold the 'down' key.
Basically you are a simple little pixel character and start with no abilities other than your movement capabilities. But as the game progresses, cards fall from the sky that you can pick up and put into your hand. Each card is an ability or item that you can use to kill stuff. Crush your enemies with an anvil,
or BURN THEM WITH YOUR LAAAAZER. The possibilities have driven me insane!
You have two usable cards, your primary and secondary. all the cards that you collect past that you will not be able to use until you use and discard your primary or secondary card.
Disambiguation
For the development process I used these tools:
Programming Language - raw HTML5 + JavaScript
IDE - Visual Studio Code
Image Editing - Paint.NET
Sound Generation - BFXR
Sound Editing - Audacity
All graphics were made by me, all code was written by me, everything else was also done by me. Except the sounds. I can't really take credit for procedurally generated sounds.
Anyway, if you like 2d action-packed sidescrollers, you should give my game a shot! Thanks [:
Any and all feedback appreciated, even if you just wanna call me an ass!
Post-Jam Changelog:
Dynamic gore / blood system using HTML5 Canvas manipulation. This makes for more satisfying M̕͠͏̨̜̥̖̦͉̯̻̬̥̬͓͇ͅU̠͎̤͕̪̯̥͕̖̯̼͘͘R̸̷̡̭̳̤̦̯̖̮̤̳̳̞̦̟̠ͅD̷̢̹̲̳̳͉̥͘͢͡E̶̡̛̹̞͖̭R̵͕̫͔̻̙̀͘͞ͅ

Sweet new spooky soundtrack composed by the very talented and much underappreciated Mark Sparling
Better sound effects!
Updated graphics!
5 New cards with powers that build off each other

1 Brand new enemy mob!
3 (and a half?) New mini-bosses!
2 New levels!
Completely revamped progression system that spawns easier enemies in earlier waves and harder enemies in the later waves!
Levels now change in between waves
Better controls, much less confusing
Updated instructions page
LAG FIX NOTICE:
Some people have been reporting low frame rates after collecting multiple cards. I looked into this and apprently the issue is firefox's implementation of text rendering on some systems. if you are experiencing ANY LAG AT ALL consider switching to chrome and trying my game on there. The game SHOULD NOT BE LAGGING it runs at 60 fps on my netbook with integrated graphics and an Intel Celeron N3050 w/ 1.6 ghz clock rate(the cheapest processor you can imagine).
| HTML5 (web) | https://technostalgic.itch.io/a-tribute-to-mayhem-jam-version |
| HTML5 (web) | https://v6p9d9t4.ssl.hwcdn.net/html/883348/index.html |
| Source Code / Git Repository | https://github.com/Technostalgic/LD41 |
| HTML5 (web) | https://technostalgic.itch.io/a-tribute-to-mayhem |
| Original URL | https://ldjam.com/events/ludum-dare/41/a-tribute-to-mayhem |
Ratings
| Overall | 439th | 3.574⭐ | 36🧑⚖️ |
| Fun | 244th | 3.691⭐ | 36🧑⚖️ |
| Innovation | 712th | 3.206⭐ | 36🧑⚖️ |
| Theme | 491th | 3.721⭐ | 36🧑⚖️ |
| Graphics | 754th | 3.2⭐ | 37🧑⚖️ |
| Audio | 647th | 2.765⭐ | 36🧑⚖️ |
| Humor | 593th | 2.867⭐ | 32🧑⚖️ |
| Mood | 757th | 3.076⭐ | 35🧑⚖️ |
| Given | 29🗳️ | 24🗨️ |
Thanks for letting me know about the bug!

@randomphantom hey man, thanks for all the feedback! Yeah I was iffy about the controls myself. I was gonna change them up when before I submitted but ended up not having time. And yeah that level with the divider is a bit confusing, but it's actually supposed to be a platform that you can fall through by holding the 'down' key while you are falling.
The platforming feels really tight and precise. The items are a good collection and it's interesting to experiment with the ones you use.
There are some things I noticed that
* Defining a clear goal
* Tweaking the enemy spawn rate early in the level or decreasing the amount of hits they take. I feel overwhelmed pretty quickly and I don't feel like I get a lot of time to learn the controls before dying (or maybe I should just git good)
This is really great work! Would love to see this fleshed out into a deeper system
I am working an an update right now actually and I have tweaked the controls to be much less confusing and added the platform falling to the instructions page. I've added a few more cards and am working on more enemies.
You're definitely right about the enemy spawn rate, so I'll be messing with that too. Sometimes it feels too slow and then all the sudden there's like 10 enemies that are swarming you.
Good entry!