Small World Fighters by noddingTortoise

Small World Fighters is a 2D multiplayer shooter/brawler game that supports upto four players. The game features two modes, 'control' and 'battle'.
XBox 360 controllers are recommended for multiplayer!
Gameplay:
In 'control' players must fight over the control area that rotates around the world. Stand in the control zone and score points, the player with the highest number of points wins. Battle is a traditional death match affair, where the aim is to score as many points as you can by eliminating other players, one shot one kill, one point.

The game does feature some simple ai bots so you can play it solo, emphasis on simple.
I wanted to include another gamemode, along with a punch ability, unfortunately I ran out of time so will try for the post jam version.
Links:
You can play a web build over on itch.io, GameJolt or over on my website, links below.
Direct downloads
*These standalone builds have not been tested.
https://www.youtube.com/watch?v=1fbpcJZVemw
Controls:
Again, XBox 360 controllers are recommended for multiplayer! The game does support single keyboard multiplayer but it is a bit cramped...
Xbox controls: - Move: left analogue stick. - Jump: B button. - Shoot: A button. - Select Game Mode: Start button.
Keyboard controls:
- Select Game Mode: Space.
Player 1: - Move left: 'a'. - Move right: 'd' - Jump: 'w'. - Shoot: space.
Player 2: - Move left: 'j'. - Move right: 'l' - Jump: 'i'. - Shoot: ';'.
Player 3: - Move left: 'left arrow'. - Move right: 'right arrow' - Jump: 'up arrow'. - Shoot: right shift.
Player 4: - Move left: 'num pad 4'. - Move right: 'num pad 6' - Jump: 'num pad 8'. - Shoot: 'num pad 0'.

Credits:
This game uses sounds and music from Freesound.org. Background music by freesound user hmmm101
Please feel free to leave feedback and thanks for playing :smiley:
Ratings
| Overall | 571th | 3.058⭐ | 54🧑⚖️ |
| Fun | 401th | 3.118⭐ | 53🧑⚖️ |
| Innovation | 457th | 2.981⭐ | 54🧑⚖️ |
| Theme | 182th | 3.788⭐ | 54🧑⚖️ |
| Graphics | 604th | 2.808⭐ | 54🧑⚖️ |
| Humor | 357th | 2.667⭐ | 50🧑⚖️ |
| Given | 77🗳️ | 40🗨️ |
The only other problem I saw was a control issue that arises from the circular nature of the game - when the player is on the bottom of the world, sometimes I press the wrong key because I'm thinking of the spatial direction I want to move while the keys control the angular direction. I'm not sure if there's a good way to fix this, but it might be worth looking into.
I agree that the weapon system does need some work, I was thinking of giving it an overhaul for the post jam version. Possibly adding weapon pickups, with different weapons having different ranges and abilities along with limited ammo, whilst also nerfing the basic weapon's range and rate of fire. Hopefully this should prevent spamming, whilst adding some more variety to the gameplay.
@themonsterfromthedeep Regarding controls, I agree it can get a bit confusing when you're on the bottom of the level. During the jam I tried an approach where the controls flipped based on position, but at the time it felt a bit clunky and I didn't have the time to make it work so I went with the current approach. However, now that I don't have to worry about time I'll look into this for the post jam version. Also just to note the AI is just a placeholder for Ludum Dare so that people can play solo, though I might try and refine it a bit for the post jam version and try and make it a bit more challenging.
Love the art, the spinning sky is awesome. ~~The only problem with it is that you can't easily find your char after spawning.~~ Didn't notice you already fixed that.
Some gameplay ideas for your rework that i thought of:
* Energy meter, each bullet takes some energy
* Energy shield, blocks bullets, toggleable and also uses energy
* Spells: long range slow attack, invisibility, some form of dash to get out of bad situations, a wall that blocks projectiles
Overall a funny game!
This is a good video to help understand the basics of 'juice'.
https://www.youtube.com/watch?v=Fy0aCDmgnxg
Other than that, this is a great game, Congratulations!
Keep up the good work! :thumbsup:
I like how the game felt, except for the jump that was soooo weird (Or was it a teleportation ?)
I really liked the tiny planet and the rotating background !
很棒的点子!子弹会受重力影响很有趣。我只和Ai玩了一下,感觉很难躲子弹。似乎可以给人物跟多的能力?比如反弹子弹的护盾。而且现在子弹难以分辨敌我,感觉可以增加颜色的区分。
Some criticisms:
- the AI is a bit too easy; you can just spam the shoot button for a guaranteed win
- the gameplay is a bit too repetitive; having the control area change speed/direction might help add some variety
- pressing the back while on the menu (on a gamepad at least) causes it to quickly flicker between the two menu screens
@chuck-zelvis Thanks :-D I like your ideas, I hope you don't mind if I try one or two of them in the post jam version :-)
@tat2tim @codechomper @sokette @hlavik Thanks :-) Yeah the jump is a bit sudden. It's a result of trying to make the characters feel weighty and responsive, rather than light and floaty. However, because of this even though it's supposed to have a smooth ascent, due to the amount of force applied when the character jumps it just ends up looking like they have warped there. I'm planing to look into this for the post jam version, and hopefully find a good middle ground between weight and smoothness.
@fiery-squirrel @cvetk0 Thanks! The shooting is currently being reworked for the post-jam version. Playing around with a couple different approaches, though I think I'll be having it so that the jam weapon becomes a basic/default weapon, with reduced range and a higher cooldown, this will hopefully reduce the spamming. I'm also trying to implement limited use weapon pickups which will add a little bit of variety.
@valiap Thanks! I'm hoping to add a couple of skills to the players along with pickups for the post jam version. So far the only implemented new skill is a punch mechanic, which will probably need some refining. I like the idea of a shield that reflects bullets, I hope you don't mind if I try this idea out :-)
@kroute Thanks! I agree that the controls could do with some polish, especially keyboard input.
@sean-s-leblanc Thanks for the feedback :-) Regarding control, I wanted to have it so that the control point would stop spinning every now and again so that there was a stationary point for players to fight over before it would begin spinning again. However, I just ran out of time during the jam, though this is something I'm hoping to implement in the post jam version.
Thanks for finding that menu glitch, are you using an Xbox360 controller? And which platform are you playing on? As I can't seem to replicate the glitch myself, though I will look into trying to fix it.
I played the game on a keyboard, against the AI.
I enjoyed being able to play two different modes, they felt sufficiently different to justify the extra dev-time. As has been pointed out earlier, spamming ranged attack is a dominant strategy - perhaps some sort of cool down could work, if you don't find the time to implement several different weapons post-LD.
Sometimes, a dead player will spawn right in front of an enemy while facing the wrong way, even in two-player-mode, resulting in an instant bonus-kill. Perhaps the spawning code could be tweaked to make this scenario less likely.
The art was both clear and nice looking, and the controls were efficient (except when being at the bottom of the world, so it feels like you are jumping in the wrong direction, as mentioned by others).
All in all, this was a fun game to play, even against the placeholder AI bots. I would definitely try out a post-LD version.
>Running round and round,
>in a deadly game of catch.
>Only one can win!
Anyway, it was something to the extent of the violent explosions into red mist were a big surprised based on the cutesy pixel graphics! I'm not sure if that's good or bad, buy it was certainly memorable!
The graphics, especially the earth, sun, and moon, and the rotating horizon are all very cool.
I love to see local multiplayer games in Ludum Dare -- we made one too (https://ldjam.com/events/ludum-dare/38/apocalypse-world-cup) -- you should check it out!
Some suggestions for improvement:
- More differentiation between character images so it's easier to tell who you are at a glance. The blue P2 character was super easy to identify but it was very easy to mix up the rest.
- Jumping felt kind of awkward, especially since the camera view didn't always show you at the peak of your (teleport) jump.
Otherwise, generally just shooting a bunch of people and feeling cool when you pull off a dodge with a jump was great.
It has a lot going for it and you appear to have put a lot of work into it. Not bad, just wish there would have been an AI opponent option.
Keep it up with this entry, can be really if you can implement some more challenges and features in it, great job!
Keep it up!