Till Breath Do Us Part by DataGreed
A top-down shooter where you're a constantly running low on oxygen and can trade it for upgrades to have more chances in defeating deadly enemies.
Used tools: - Unity as a game engine, 2d mode, project started from scratch - Photoshop (made some pixel art from scratch and some floor textures from photo of household items :D that was fun) - GarageBand (tried to synth some music, well, that did not go so well) - AudaCity (fixed shot, hit and item pick up records, but did not really have time to add them to game)
Sorry for crappy synthesized music :) If you feel annoyed by it, please turn the volume down - I had no time to implement "disable music" button :( I've synthed sounds for shooting and hitting enemies but did not have time to put them in actual game :\ Post-LudumDare update will follow :)

Ratings
| Given | 38🗳️ | 27🗨️ |




Overall, this is a well made and fun jam entry!
i'd prefer difficulty to ramp up a little slower; also just tweaking the colors could make this a lot more eye-able.
My main question is... Why don't the enemies run out of oxygen? :astonished:
At first I was going to add this mechanic, but that would mean that I will have to develop a better AI that actually explores the level trying to find the player in order to survive and picks up oxygen tanks (which I did not really have time to), otherwise you could have outlived the enemies by hiding from them and I wanted the game to feel fast (well, I guess increasing the movement speed would also help this).
I ended up completing the game with the starter pistol because oxygen seemed more valuable to me than a gun with limited ammo. Once I got the strafing down, enemies were easy enough.
Small feedback - the maps felt pretty large for a small amount of enemies, and I often couldn't find the last one. A minimap or some indicator could really help!
I would like to move a little bit faster though to make exploration a little bit quicker. It would also be interresting to utilize the top down perspective to implement simple stealth. You could have a collider of varying size(depending on the enemy type) in front of the AI, and they start shooting only if the player collides with it(or if they take damage from a player bullet).
I like the beat in the music, nice variation between stages too by the way!
Well done!