slashdown by maysick

[raw]
made by maysick for LD 40 (COMPO)

screen2.png

Hack'n'slash your way to victory in this bullet hell game.

See your character "improve" as you buy "upgrades" with coins that enemies drop.

Controls: WASD and mouse.

EDIT (12/4/17 21:15 EST): Added web build.

Ratings

Overall 238th 3.553⭐ 21🧑‍⚖️
Fun 257th 3.447⭐ 21🧑‍⚖️
Innovation 209th 3.444⭐ 20🧑‍⚖️
Theme 77th 4.079⭐ 21🧑‍⚖️
Graphics 255th 3.5⭐ 21🧑‍⚖️
Given 13🗳️ 5🗨️

Feedback

lawzy93
07. Dec 2017 · 04:52 UTC
Clever but annoying take on the theme. Still a challenging and fun game. Well done
ghostmaple
07. Dec 2017 · 04:53 UTC
Whoa, totally digging the forced upgrade system! Especially if you consider coins as a type of stationary bullet that won't *immediately* kill you. Nice work. :thumbsup:
Chartman
07. Dec 2017 · 05:02 UTC
I liked the controls and enemy variety. The dashing attack was fun to use and try and time it around enemy bullets. This game is for masochists who want a game to become challenging by stripping away what you start with.
cogcomp
07. Dec 2017 · 05:41 UTC
Really liked the main characters attack movement. Feels really powerful initially. Really didn't want to power-down it :-)
Raven
07. Dec 2017 · 12:40 UTC
I though this game is not very much related to theme until I find I cannot just don't buy anything to leave the store.
How I wish there would be a way to get rid of the coins on the ground...
Good work!
M2tias
10. Dec 2017 · 09:58 UTC
This is brutal :D
Good mechanics but they get hard really fast. Pixel art is great. The background and arena border look nice as well, but I'm not a fan of mixing high res art with pixel art. I wasn't even happy with my game where I had to draw most of the graphics two times bigger than the car :/
Nice game, I liked the idea. Good job :)
rplnt
11. Dec 2017 · 22:57 UTC
Very good take on the theme. It's quite hard, but it plays well, so it's good I'd say. The graphics are nice, not a fan of the sounds, but better than nothing :) UI is a bit too big and (my) webgl was missing the kill counter, so I didn't really know how I did after I died.

Also, one minor issue I encountered: One time I was killed right at the time (or after) I finished a wave. So I got to buy stuff, and then I died immediately after (even though it showed full life already).
NickW
12. Dec 2017 · 06:46 UTC
Pretty harsh to force people to buy downgrades =P I liked the movement and the attack although sometimes I felt like I missed when I should have hit. It gets hard really fast.
notime4games
26. Dec 2017 · 02:25 UTC
*applause*

Very good! Perfect use of theme.
Nice controls!
I'd enjoyed a result upon game over though, would've been nice to see some stats; level reached, coins collected, total damage taken :)

Well done!
Adam Passey
26. Dec 2017 · 23:24 UTC
I'm truly impressed. What a great execution on this theme!

Controls felt great and the slashing mechanic is really good fun. The enemies are identifiable and are varied slightly (also noticeable due to color). I quickly learned how vital it was to avoid coins as much as possible.

One thing I noticed that may have been intentional: At one point I bought the max of everything but still had coins left. When the level started my controls were all wonky- each key taking me in a non-traditional direction. If this is intentional, it definitely limits the "avoid coins" strategy.

Really great work!
Rialgar
26. Dec 2017 · 23:53 UTC
I loved this one. 63 was my score. It got easier once I figured out that I can not pick up coins but still advance, but it was still challenging. I would like for the bats to have some kind of anouncement animation, too, so I know when they will fire.
ProdigalSon
27. Dec 2017 · 03:14 UTC
I like the idea of the game player, especially of using a melee weapon on what it supposed to be a bullet hell game, and being able to dash-slash to point clicked is brilliant but problematic. I found myself often being in front of an enemy clicking to attack only to move backwards and miss because my mouse was not behind the enemy. Sure, this is an error on my part, but I think naturally we expect to be able to swing our sword with a click of the mouse and what we see is unexpected. Perhaps the issue here isn't so much with the mechanic but the where the game takes place. Maybe allowing the player to continuously move forward slashing away as the screen scrolls would reduce this instances but I haven't thought this further than that so the idea may actually be stupid (sorry for mentioning if that's the case :P) Solid game in my opinion that with a little more tweaking could be really fun. Correct me if I am wrong but there are really no upgrades, everything hinders you so you are better of not buying anything and avoiding the coins, right? :P
wh05herlock
27. Dec 2017 · 05:05 UTC
Really cool idea!

It is possible that the mouse controls would be more intuitive if the screen scrolled with the player. On the other hand, this way you can always see the whole ring, and I didn't have to much trouble with it, so it's probably fine how it is. It's something you could experiment with though. :)