Plagued Station by Mr_Field
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Made in less than 72 hours by Robin Field (Programming & Art) and Billy Hobson. (Music and SFX)
I was pretty disappointed in this one, but hopefully you'll find some fun in it! :)
I'd love to hear your feedback! Thankyou for playing.


It may be way harder than it has any right to be, my apologies if that's the case.
To avoid some tedium when the power runs out, pressing R will respawn you back at the start, though this will, however not bring the person with you. Also, I advice heavy usage of the tram system.
Some areas had to be cut due to time limitations so we hope it's still ok
| Windows | https://robinfield.itch.io/plagued-station |
| Original URL | https://ldjam.com/events/ludum-dare/39/plagued-station |
Ratings
| Overall | 7th | 4.434⭐ | 55🧑⚖️ |
| Fun | 43th | 4.019⭐ | 55🧑⚖️ |
| Innovation | 179th | 3.5⭐ | 54🧑⚖️ |
| Theme | 44th | 4.189⭐ | 55🧑⚖️ |
| Graphics | 14th | 4.722⭐ | 56🧑⚖️ |
| Audio | 21th | 4.231⭐ | 54🧑⚖️ |
| Humor | 262th | 2.8⭐ | 47🧑⚖️ |
| Mood | 41th | 4.17⭐ | 55🧑⚖️ |
| Given | 41🗳️ | 7🗨️ |
Holy shit, you got my inspirations to a tee. Is it that obvious?
I'm glad you liked it! Thank you.
This game wears its inspiration on its sleeve, with it's retro look, jump-n-gun action and exploration gameplay it presents, and you managed to pull it off masterfully. The main gameplay idea that ties it to the theme is particularly interesting, forcing the player to manage their time well while exploring the plant. Yet, if the power does go out, the ambiance that sets in with the nightmares slowing approaching makes for a very tense feeling, while still giving the player hope that they'll manage to reach the main room to return power to the facility. To help with this, the trams offer a very nice way to quickly jump around the facility.
The second main gameplay idea - using the gun's recoil to extend your jump (and possibly other uses that I'm not aware of) - not only gave the gun a very satisfying humpf when using in any context, but pulling it off felt really nice... That is, if my keyboard let me press Z, X and Down at the same time, but it appears that isn't the case. As such, it was actually too hard for me to consistently pull it off, which meant that I couldn't advance past a certain point. When I did manage to pull it off (by releasing Z just before pressing Down just before releasing X), I could see how well crafted the implementation was (outside of the specific keybindings), and the potential it has (even for speed-running/sequence-breaking, which is a plus in my book).
Finally, activating different systems in the facility, such as the air vents, in order to progress is a unique take on how to design "power ups", as it were.
Quite frankly, I would love to see this game developed further and given a full release, with a big map to explore. What I see is the beginning of a really compelling metroidvania game. (just make sure to allow key mapping! :stuck_out_tongue_winking_eye:)
Graphics it's fantastic, and I love the way you can jump higher with the shotgun mechanics. It's just clever.
Also a loved the music and the mood in general.
I don't think it is too difficult, it is just fine to me.
Keep up the good work! :)
The controls though... I agree double jump in most games requires no skill and I did eventually get use to the double jump in this game (I refused to be beaten) but although skill-full, it felt like I was fighting with my keyboard most of the time. Timing the jump while also removing the correct fingers from certain keys was very annoying at first and I can imagine most giving up because of this (I wish I had, but I'm too stubborn...).
I must admit I didn't finish the game, I would've even if it took me all night, but when heading for the final person, I hit "R" while in a tram and broke the game. I also hit "F" a few times by accident which was a little annoying but that's more my fault if anything.
Anyway... games a masterpiece, 5 stars all around, make a full game and I'd probably buy it and cry some salty, salty tears.
:star::star::star::star::star:
This really does seem like the beginning of a pretty interesting Metroidvania, and I actually would like to see it developed to a full release. There were a number of things I liked, from the diverse use of the gun mechanic, to the way the function of many things was implied by the environment so the game didn't really have a tutorial but still taught the player what to do.
Unfortunately while I was trying to get my last person I took the tram back to the main part of the station and remembered while I was travelling that I could press R to refabricate, which ended up breaking it. But that is my only negative, which isn't really much! :slight_smile:
You don't actually lose any progress when you die, you only lose the person you're carrying, this is what the tram is for. I should've explained that in the game, since it's not very obvious.
Thank you very much for playing!
Reminded me a bit of Cave Story but with its own different style.
Congratulations! great job
Suggestions: (These are all small things because the game is excellent)
- Make less of a reliance on the shoot jump. It seemed like you couldn't make a regular jump anywhere in the game. I wish that the shoot jump came out in fewer places to make it feel a little more awesome when you pull it off.
- Make the people you rescue match the sprites that appear in the safe room. The first time I rescued a guy and a girl appeared in the safe room and I thought the game glitched and I was missing one. But then I realized that the safe room randomly reassigns genders too. :smile:
Bugs:
-I didn't find any. Nicely done!
I played the game for over 40 minutes and finished it. As much as I enjoyed it, I have to rant a bit about the final section of the game. The randomized falling boxes and black monster spawns made the ending scene too reliant on luck. Everything else was very well made. Great job!
Really charming artwork/graphics, mechanically solid, and great audio to boot. As many have said already, real cave story vibes going on.
Congrats on the entry - be proud!
Let's start with the graphics... Looks really great (I wouldnt be able to draw this even in full 72 hours), even wobbling player and different people.
Nice maps and level design and nice tricks. You could get stuck in the conveyor room if you left to the left or the right side of the screen (but im sure you can fix it later)
Movements are crisps and you even have 2 kinds of monsters. :)
As for the converyor belts, I don't know how they works but sometimes they kill me for no reason. The posters with keys could have been used in a non-camouflaging colour. And I gave at almost the top of that conveyor level because this double jump is too much for my hand.
It's a really nice game, just not very fun for my hand.
Hey! Thanks for the wonderful comment.
I really appreciate that you learned some things from my game! Platformers are a genre that I care about a lot, probably because they're the only games I can actually play alright enough, so it means a lot to me.
I feel the mechanic of the 'turbo blaster' is a bit of a weird and clunky mechanic to get used to, especially if you're not used to platformers, but when charged, you can jump and release your blast mid-air to gain an extra boost, kinda like a weird double jump.
The game is programmed in Game Maker Studio 2, art was done in Paint . NET and my buddy did the music in FL Studio.
Thanks for asking! ;)
That shoot down while jumping mechanic... you got me there<3 Btw, the monsters are really creepy :S
standing ovation and junk!
really nice.
pushing down is a bit finicky with a xbox360 controller tho.
If one day you make a game like this but bigger, I'd happily play it!
Is there a way we can see the source code? I'd like to learn from that :D
Oh shiet! I completely forgot I even added controller support, I added it in at the start before I thought of the gun mechanic and forgot about it. I'll have to take a look at fixing it up.
Thanks a lot.
;)
86 MB is quite a download, you should try to compress your music, which is usually the largest assets, for your next entry.
Trying to run the game tells me it cannot find d3d11.dll. I am running Windows XP which only supports D3D9. Are you using anything that really needs D3D11 capabilities? I am pretty sure from the screen shots that you do not so next time you could try to go for the lowest common denominator which today is still D3D9.
I updated the game recently to fix a bug that allowed the player to leave the level and fall through the map, so that's probably why it says 16 hours ago.
Sadly, I used Game Maker Studio 2 to program this entry, so I don't think I have control over what D3D version it can use, my apologies that you cannot run the game as a result.
I appreciate your input! Thanks for the tips on compressing the music, I didn't really think about it.
- Amazing sounds
- Amazing gameplay
- Amazing mood
- The controls are maybe placed a little strangely, making it hard to "rocket jump" i think
- 18 / 20