Canyon Rush by Draklaw
A twin-stick shooter made with the Godot engine, with local coop support.
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Lore
Save your human from certain doom at the claws of the hive !
Following an especially daring lithobraking manœuver, your ship's human pilot is now lying unconscious on the ground. Hordes of insectoid aliens, extremely unfazed by his landscaping skills, are on their way to finish the job. As a security bot, your duty is clear : you must keep him alive at any cost ! Fend off wave of aliens using your plasmachine gun or plasma-shootgun[1], try not to get swarmed, and pick up spanner-shaped falling debris to repair yourself... but most importantly, keep the hive away from your consciousness-deprived (in more ways than one) human ! Just hold them back for a few minutes, help is on the way[2]...
Gameplay screenshot :

Bonus objective : Develop your entomolgy skills by classifying all the enemy types and spot their specific behaviors and abilities ! Even security bots need a hobby... (No credit for peeking at the source code.)
Game info
There are 4 levels of difficulty. It just changes the time you must keep the human alive before winning. Easy is 3 minutes, normal is 6 minutes and hard is 10 minutes. Endless, as its name states, has no end. The difficulty progressively ramp-up by spawning more aliens.
The balance is not optimal, and there is no difficulty scaling based on the number of player. So don't hesitate to lower the difficulty if you play alone.
Too hard ? Want some fun ? Nothing stops you from binding the 4 players to the same input, so you can control the 4 bots at once !
Changelog
No game-breaking bug has been reported, so nothing to see here at the moment. :)
[1] It's called a shotgun in the code, and it's late here, and I can't seem to come up with a better name. Give me a break.
[2] Or not, if you choose to play endless mode. Why you'd do that, I have no idea, but we thought it would be cool to get in touch with our nihilist demographics, so we made it an option.
Ratings
| Overall | 1005th | 3.577⭐ | 28🧑⚖️ |
| Fun | 670th | 3.596⭐ | 28🧑⚖️ |
| Innovation | 1555th | 3.115⭐ | 28🧑⚖️ |
| Theme | 189th | 4.192⭐ | 28🧑⚖️ |
| Graphics | 1045th | 3.75⭐ | 28🧑⚖️ |
| Audio | 728th | 3.481⭐ | 28🧑⚖️ |
| Mood | 1378th | 3.308⭐ | 28🧑⚖️ |
| Given | 41🗳️ | 27🗨️ |
Really nice graphics and very dynamic peace of the game.
Rafal from 4Boa Team
Other than that, the game is ok (did try on browser without any problems), had 3/4 fun and frenetic runs trying to at least complete on easy mode (which I did not D:) :D
So bad that the weapon don't reload automatically ^^
Great game, overall excellent!
Nice work overall!
About reloading, I agree it can be confusing. Either we should add auto-reload as suggested, or at least have a better feedback when the player is out-of-ammo (a sound or something).
The hard difficulty mostly comes from the lack of time to do proper balance. Adjusting the difficulty based on the number of players was obviously something we planed to do, but we had to drop it in the end. It is also clear that having the difficulty level only impacting the time you need to survive is not optimal, it should reduce enemy HP / damages too.
@tommy You are right, we should reduce the range of the shotgun and improve its damages. The thing is that the shotgun was not really planed at the beginning and just something I added when experimenting with weapons. I had plan to add more weapons (railgun, rocket launcher, ...) but lacked time to implement them, so in the end I kept the shotgun. But to be honest, I almost never used it when testing the game, which is a clear sign that something is wrong with it.
@kayahr Bug death animation would be great indeed (death sound too). The problem is that we have a lot of different bug sprites and doing all these extra animation was too much work for our artist. Definitively something to add if we keep on working on this game.
@epiphanyg Happy to know your daughter loved it ! Also happy to see some people have been playing it in multiplayer, and even more that you where able to develop a specific tactic. I know most people who test Ludum Dare games play alone so I was not sure someone would try the multiplayer. To be honest, we didn't really try it ourselves, too focused on making the game works.
Thanks again for your feedback, it's really encouraging.
Anyway, for some proper feedback, the difficulty is very high, i don't know if the difficulty scale isn't proportinal to the number of player but in solo i couldn't get under 1:40 remaining in normal, and it has to do with mainly two things i think :
First one being at some point there is so much enemies i'm not sure you could kill them all even if you fire constantly, especially since the shotgun is very efficient but if the enemies get too close it's not efficient at all, as all bulelts hit only enemy. This kinda leads to a vicious cycle, where if you let some enemy get too close, it's harder to kill them and have the nice "AoE" of the shotgun, which lets even more enemies get close, and closer. Whereas what you would usually want is to have the game becoming easier the more you are in danger, and harder the better you're at it, to create a natural balance so to speak.
The other one would be that the repair parts only spawns in the right side of the screen, this isn't a problem while you're clearing enemies efficiently, but, if you are good enough to clear those enemies this early, then they probably didn't even hit you, while when they reach the left side, it's usually because you are getting overflown with enemies, and you can't simply let them be while you clean up the right side to get some health, as it's usually not worth it : getting to the wrenches get you close to the monsters too, plus by the time you get some health you most likely lose, this issue is made worse by the first one, because while there aren't too many enemies health pickups are useless, but once there are many, clearing the necessary plus enough to get to a wrench is just too much.
I still had a lot of fun, i really like this kind of game and the never ending stream of monsters has this creepy effect, would love to see more kinds of monsters and maybe more mechanics for the player.
But still, great job ! ;)