Dead on Arrival by Colin Stone
Top-down shooter about reversing the flow of time, starting from your death and getting a second chance on life if you can retrace your steps
Gameplay:
All enemies start out dead and you need to "un-shoot" them to raise their hp. Once all enemies are at full hp, the door to the next room opens. Be careful, as if you stay in an enemies sights for too long, you'll also get "un-shot". If you reach full hp, you create a time paradox, and it is game over.
Enemies:
--Normal enemies(blue enemies): Normal movement, normal damage, normal shooting speed, and normal hp
--Scouts(green enemies): Fast movement, less damage, normal shooting speed, and less hp
--Snipers(brown enemies): No movement, high damage, faster shooting speed, and higher hp
Controls:
--Standard WASD movement
--Press space to shoot at enemies
--Press shift to start a short dash, moving at increased speed for a short time
--Press Q to temporarily disappear and reappear, allowing you to reset enemy agro. This has a long cooldown.
--Aim using the mouse*
*Highly recommended you use a mouse, as track pads break the aiming mechanism
Made in lua with a team of 4 programmers working on the game: Colin Stone, David Hewitt, David Krug, Andrew Briand. Music made by Sean Flynn.
| Youtube | https://drive.google.com/open?id=1eIhy_TMI_348nZaMoitlwt0-mnsSTm1b |
| Original URL | https://ldjam.com/events/ludum-dare/45/dead-on-arrival |
Ratings
| Given | 6🗳️ | 3🗨️ |
Also, regarding dying, the game seems to start you right at the beginning of the game rather than the level you were on, which is quite frustrating, given the game's overall premise. Is there supposed to be a cooldown for your HP bar filling up? It seems to carry over with each level you progress. I think a more ideal balance would be to either have the bar reset to 0 every level or to have some way of getting rid of your full HP. Maybe if you were to extract bullets from the ones they had shot at you. :joy:
The overall idea was super interesting, and I think it's a rather unique perspective on the concept of being a player killing enemies. I think there's a lot more to explore with this premise, like if you're reversing time, starting the first level as the last level in a typical game of this sort. But you did tap into something neat during this jam, and I can see even the execution of what you have working well if there were some balancing tweaks alone (along with the audio stacking fix).