Terminal Reset by fusionnist
They hold you captive. All your implants, all your artificial limbs - disabled. You have nothing left, and have decided to take it all back.
-TERMINAL RESET-
Controls:
Shooter: WASD to move around, mouse to aim, click to shoot (hold to autoshoot)
Platformer: AD to move, W to jump, Shift to dash.


Team: -Essence: art, animation, design -Lommo: art, animation -Fusionnist: programming, music, art, design
| Youtube | https://fusionnist.itch.io/terminal-reset |
| Original URL | https://ldjam.com/events/ludum-dare/45/terminal-reset |
Ratings
| Overall | 70th | 4.104⭐ | 26🧑⚖️ |
| Fun | 112th | 3.917⭐ | 26🧑⚖️ |
| Innovation | 407th | 3.396⭐ | 26🧑⚖️ |
| Theme | 368th | 3.583⭐ | 26🧑⚖️ |
| Graphics | 23th | 4.521⭐ | 26🧑⚖️ |
| Audio | 214th | 3.652⭐ | 25🧑⚖️ |
| Mood | 56th | 4.125⭐ | 26🧑⚖️ |
| Given | 28🗳️ | 21🗨️ |
What i didnt like was that the music was (in my opinion) too low, and it didnt had sound effects for the shooting, 'boss' getting hurt, jump, etc...
Another thing i guess it was lacking is a progress bar in the hacking scenes. Often i would be shooting at the boss but it was not on camera, so i couldnt really know if i was hitting it or not.
But these are minor issues. It is an outstanding entry for such a small timeframe. Excellent job!
What I'm really gunna remember about this game though is the creepy cyberpunk aesthetic. Some of those boss designs were perfection (especially that skull!).
- Indeed, there have been some hiccups on accessibility. The sprinting mechanic (red gate area, I think) wasn't that well tuned, and originally we had a map that didn't even require it. I do wish as well that we could have extended the platforming sequence as well, to make better use of all that code haha. As well, boss health bar should have been an obvious thing to add ><
- It is odd that you had sound issues. It is turned down a fair bit, but it was possible on our machines to get the volume high enough. As for sfx, the game does have some - but it doesn't play any if it might overload the machine's sound card, so maybe that's it?
Thanks again, cheers!
Controls are a little bit uncomftable. Especially in platformer mode. And especially for jumping.
P.S. Please, use ZIP instead of RAR.

Nice idea with the hacking required to obtain your body control back, never seen that before.
Shooter levels were fun, and I greatly adore the enemies design. The only complaint was that they were a bit tedious — for a jammer it's sometimes hard to spend more than 10-15 minutes per game, so I'm happy that you've included health regen. But if I'd be you I'd tune enemy health down even further. User-testing might've pick that one up, don't know if you had time for that, but it's usually a good idea to obtain as much playtime from non-devs as possible during the jam, even at the cost of content.
As I said, I really like the idea of two gameplay styles mixing together, and it was a bit sad that the real world was merely a convoluted progress bar between shooter levels, I'd be happy to have more action there as well.
- Yeah, we should have tuned down the boss health so it wouldnt be so grindy on most of the fights, and we wanted to add more movement and combat mechanics to the platformer stage but ultimately we were low on time so we focused most gameplay on the top-down shooter phases.
Thank you for the game! It was very good!