PROJECT BIND by Plepletier


Something escaped from an ship lab in the space. Your objective is to survive, taking everything that can help defend yourself.
Move with WASD or Arrow keys. Press Space Bar to shoot with every ship piece you get, but remember you start the game with nothing!
| Youtube | https://uruca-games.itch.io/project-bind |
| Youtube | https://uruca-games.itch.io/project-bind |
| Original URL | https://ldjam.com/events/ludum-dare/45/project-bind |
Ratings
| Overall | 104th | 4⭐ | 53🧑⚖️ |
| Fun | 95th | 3.951⭐ | 53🧑⚖️ |
| Innovation | 508th | 3.235⭐ | 53🧑⚖️ |
| Theme | 258th | 3.745⭐ | 53🧑⚖️ |
| Graphics | 70th | 4.356⭐ | 54🧑⚖️ |
| Audio | 68th | 4⭐ | 52🧑⚖️ |
| Mood | 193th | 3.833⭐ | 53🧑⚖️ |
| Given | 40🗳️ | 69🗨️ |
I was also glad I could just hold down space bar instead of hammering it! I just held it down the entire game I guess.
If I could tweak one thing, it would be to have a faster restart time that didn't make me switch my hand over to the mouse. I think I would have played the game longer except that the beginning is pretty slow... so when I died like the 4th time, I felt like, well, now there's a long restart, and then a long build-up time, and I called it quits.
But nice job - a fun entry with some cool things to think about, and some eye-catching art!
Good luck!
1 - Mecânicas e Aprendizado:
A mecânica principal de atirar em inimigos até zerar os pontos de vida deles é muito bacana, casou muito bem com a mecânica modular de encaixar mais e mais armas de tiro (em vez de simplesmente fazer upgrade de armas).
O número de botões a serem utilizados é pequeno (cinco até onde pude contar), isso facilita aprender o jogo (ainda mais que são usados setas, ASDW e Space; bastante comuns).
Senti falta de poder jogar no joystick, acredito que minha mão estaria doendo menos (de tanto jogar, hahahahah).
2 - Flow:
O desafio vai aumentando aos poucos, então creio que esteja equilibrado.
Por mais que seja doloroso morrer e jogar novamente, a cada tentativa a gente consegue melhorar (creio que seja bom uso de arcade).
Senti falta, para não haver quebra de flow, de reiniciar o estágio mais rapidamente (é muito doloroso ter que ficar esperando tanto por saber o score e ter que apertar novamente para começar). Creio que, seria interessante ter atalhos no teclado (tirar o dedo para o mouse também parece prejudicar um pouco).
Fiquei curioso para saber mais sobre as naves inimigas (se há naves com inteligências diferentes em partes mais avançadas).
3 - Narrativa e Polimento:
A narrativa ficou mais a cargo dos conceitos iniciais, que se apresentam uma vez. Creio que seja possível entregar a narrativa aos poucos, a cada vez que se joga tendo uma ou outra frase na tela de score ou algo do tipo (apenas para quem quer saber mais); mesmo a narrativa sendo simples nesse jogo.
Creio que a arte gráfica e o áudio estejam muito bons para tempo de game jam (excelentes). O foco dos polimetnos seriam para o caso de continuidade do projeto (acompanhando expansões etc).
Pode ser uma boa incrementar achievements etc (isso pode levar jogadores a outras formas de jogar).
4 - Cultura:
Suponho que o jogo converse bem com títulos anteriores para jogos de tiro, nave e até mesmo de temática espacial/futurística. Creio que seria bom ter uma página no Facebook (convide-me se for criar), ou mesmo tirar proveito da página da equipe (já existente).
5 - Monetização:
Creio que o jogo possa vender bem para smartphones (embuindo propagandas) e sempre expandindo (com conteúdos novos a serem desbloqueados e estágios com diferentes temáticas a serem compros/liberados).
1 - Mechanics and Learning:
The main mechanics of firing at enemies to zero their hit points are very cool, very well matched with the modular mechanics of fitting more and more guns (instead of simply upgrading weapons).
The number of buttons to be used is small (five as far as I could tell), this makes it easy to learn the game (especially as arrows, ASDW and Space are used; quite common).
I missed being able to play on the joystick, I believe my hand would be hurting less (from playing so much, hahahahah).
2 - Flow:
The challenge is slowly increasing, so I think it's balanced.
As painful as it is to die and play again, with each attempt we get better (I think it's good arcade use).
I missed, so there would be no flow break, to restart the stage faster (it is very painful to have to wait so long to know the score and have to press again to get started). I think it would be interesting to have keyboard shortcuts (taking your finger to the mouse also seems to hurt a little).
I was curious to know more about enemy ships (if there are ships with different intelligences in more advanced parts).
3 - Narrative and Polishing:
The narrative was more in charge of the initial concepts, which are presented once. I believe it is possible to deliver the narrative gradually, each time you play having one or another sentence on the score screen or something (just for those who want to know more); even though the narrative is simple in this game.
I think the graphics and audio are very good for game jam time (great). The focus of the polymeters would be on the case of project continuity (following expansions etc).
This can be a good boost for achievements etc (this can lead players to other ways to play).
4 - Culture:
I suppose the game converts well with previous titles for shooter, spaceship and even space / futuristic themes. I think it would be nice to have a Facebook page (invite me if you create it), or even take advantage of the existing team page.
5 - Monetization:
I think the game can sell well for smartphones (embedding advertisements) and always expanding (with new content to be unlocked and stages with different themes to be bought / released).

1. I think enemies too spongy;
2. Movement is a little bit generic, there isn't some kind of inertion.
The game wasn't quite as compelling tho, I'm not sure what it was, but things felt a tad basic? Honestly not sure what word to pin onto it, but enemies took a long time to kill, everything felt a bit samey, and the game didn't really do much to express itself. Maybe some particles, or more interesting motion than enemies standing still? The weapons felt a bit plain, all firing in the same sort of way, with main difference being the charge time and damage. I still enjoyed the game, it just needed a bit more polish, and some more juicy content.
Also, HUGE props to the musician, oof those tracks are good. Both the menu music and game tracks were equally amazing! :heart:
If you’d like to rewatch the playthrough, you can find it here: https://www.twitch.tv/videos/501424047?t=0h40m44s
Hope you got some valuable feedback on your game and looking forward to seeing you next LD jam if I dont catch you before then! :D
💜 Elysia Griffin AKA Button Feedback Lady
https://www.twitch.tv/elysiagriffin