Get Me My Drones! by floxy

[raw]
made by floxy for LD 44 (JAM)

Get Me My Dormes! (GMMD) is a small Shoot 'em up, where your goal is to get as many drones as possible to the end of the level. Easy, right?

Controls:

wasd : movement

"space" : fire your drones at the enemys (but look out, you only have the amount you see)(press not hold!)

--

[@akronsus]: "Unfortunantly it's not possible to win the Ludum Dare version, since the rockets don't handle their collision correctly. Enemys and enemy-projectiles also do not spawn as intended. For some reason they are weirdly offset to the far right or left.

Next time we really should focus on the base mechanics first and then expand the game, not build a lot of stuff that could be interesting and try to mash everything together in the last few hours. Well, atleast it was a fun exercise in using the Godot Engine and in how loosing your mind, as the remaining time ticks away, influences your decision making in prefering bad architectural choices." ld44<em>game</em>screenshot_v2.png

Ratings

Given 14🗳️ 2🗨️

Feedback

Solah
02. May 2019 · 19:39 UTC
I did not fully understand how to play. It's WASD to move and then? I love the graphics and the base idea otherwise.
digitaldude555
02. May 2019 · 20:01 UTC
Well, I can tell things went wrong here, I can relate it happened with my first game jam as well. I think at least the enemies look nice, for suggestions the background scroll should be slower. and when I restarted the black boxes around me were gone and I couldn't die anymore. You finished a game though that's the important part, good luck in your future projects.
Akronsus
02. May 2019 · 20:16 UTC
@solah wasd for movement and pressing(not holding) "space" for firing the black pixels, pardon drones.
Unfortunatly that knowledge wouldn't help you much, cause it is not possible to win due to a bug (actually I dont think I know how the end screen looks either). Background was done by @floxy, the enemys by myself.
Akronsus
02. May 2019 · 20:28 UTC
@digitaldude555 Yeah, found the reload bug right after submission hour. Although the backgrounds speed is really high, it was an attempt at getting something like Rym9000 did in their demo, which doesn't seems to be on the net anymore. But thanks to you non the less for your suggestion, bug report and impression. Next time we will definitly focus on the core gamplay and then go from there.
RedZ0ner
04. May 2019 · 11:33 UTC
Too bad of the bugs and the unclear win condition. It feels like there is potential here :(
shubart
04. May 2019 · 11:59 UTC
Its is an interresting design. The visual aspect is nice. But it is not fully playable due to some bugs. You do not have to work much more to fix them. Thank you for this entry !
Joror
04. May 2019 · 12:20 UTC
Interesting concept - though the execution needs more time :)
The water speeds past at verry high rate, but could ignore that - liked that some of the enemies had clearly telegraphed shots.
sparewizard
04. May 2019 · 12:22 UTC
The river is moving really fast! The enemy bullets and missiles are so slow compared to this, it feels a little odd.

Interesting idea though, where you take damage directly to your bullets. There's a fun glitch, if you restart, you return with no drones, but your body destroys everything in one hit.
JestemStefan
04. May 2019 · 12:23 UTC
Hi!
Game look nice. I like particles spinning around character.

There is a bug: No new enemies spawn after first wave.

Also after spressing space maybe there is bullet. But nearly invisible for player

Is see you use Godot engine!

You may be interested in: https://itch.io/jam/godot-wild-jam-9

Say Hi! in our Discord channel!
Akronsus
04. May 2019 · 12:36 UTC
@redz0ner Yeah, the game was jumbled together from the individual parts we made in the last few hours, so it became a mess. We will probably fix what there is in the future, but if we do smth with it, then we'll build from the ground up.

@shubart true. The positional bug is fixed in the postLD version, so at least that is now working (rocket stuff isn't right now, hadn't the time to do it yet). But I think the ld44 version should remain as it is, standing as a reminder to focus on the actual gamplay first (and why, you should add nodes to the tree, before trying to set their global_position, in the Godot Engine) Thanks for your comment