Rogue Blast by Tjakka5
Rogue Blast is a very basic Rogue Like.
You start off with nothing but your gun, but as the game progresses you get access to a passive item, and 2 active items.
These items will help you kill off every enemy in a level, until you inevitably die.
In each level there is a set amount of "inhibitors". Shoot them to destroy them.
Inhibitors also randomly spawn enemies, which will shoot back. Don't get hit or you'll instantly die.
Destroying all inhibitors and killing all enemies will let you progress to the next level.
CONTROLS:
WASD To walk.
Arrow keys to shoot.
Left Shift to activate item 1.
Space to activate item 2.
Soundtrack: https://soundcloud.com/justin-van-der-leij/ludum-dare-test-3
You start off with nothing but your gun, but as the game progresses you get access to a passive item, and 2 active items.
These items will help you kill off every enemy in a level, until you inevitably die.
In each level there is a set amount of "inhibitors". Shoot them to destroy them.
Inhibitors also randomly spawn enemies, which will shoot back. Don't get hit or you'll instantly die.
Destroying all inhibitors and killing all enemies will let you progress to the next level.
CONTROLS:
WASD To walk.
Arrow keys to shoot.
Left Shift to activate item 1.
Space to activate item 2.
Soundtrack: https://soundcloud.com/justin-van-der-leij/ludum-dare-test-3
Ratings
| Coolness | 50% | 3 |
| Overall | 3.25 | 463 |
| Audio | 3.48 | 143 |
| Fun | 3.36 | 324 |
| Graphics | 2.43 | 798 |
| Humor | 1.91 | 655 |
| Innovation | 2.61 | 773 |
| Mood | 2.70 | 672 |
| Theme | 1.79 | 966 |
The game felt like it would do well if it were turn based, the enemies taking a step each time you made yours, encouraging more tactical thinking as opposed to just kiting everything and filling everything with bullets quicker than they can hit you. Otherwise, perhaps a smoother movement animation would have been nice.
Graphically, the only big complaint I have is the contrast: walls and floors, and even the enemy spawners were essentially the same colour. There was nothing to really differentiate between them. Changing the colours of these would make the game easier to pick up while still maintaining the difficulty.
Overall, a very nice entry.
If so, thats completely unintentional. x)
I had trouble getting into the game; I couldn't figure out an effective strategy besides going back and forth and spamming into the masses. It feels that the game is too unresponsive to warrant an action approach, and yet too realtime to allow roguesque planning. Neither of the themes was recognizable ingame.
The confusing, shades-of-gray map visuals don't help. Quick improvements I can think of include a health bar and direction-indicating sprites for the projectiles.
This was the first time I've ever tried to make something that was supposed to be a rogue like. And I did notice that a lot of things just didnt quite work, like the art style and tiled movement.
The next one will be better ^^
My #1 request would be to render intermediate positions for each moving object, so that at least I can see in which direction the bullets are heading.
Yokcos700: I had no inspiration at the time, so I decided to take a fun song, copy the melody in FL studio, and my own beat and such, and call it a day.
Also, I originally had diagonal movement, but it was a tad buggy; so I decided to remove it.
Overall a great entry! :)