Canyon Rush by Draklaw

[raw]
made by Draklaw for Ludum Dare 46 (JAM)

A twin-stick shooter made with the Godot engine, with local coop support.

Web version warning: The web version seems to be slow on some computers / browsers. Please use one of the native versions if you encounter bad performances.

Please leave a comment if the game do not work for you ! We will investigate and try to fix the issue. Thanks in advance.

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 : canyon_rush-gameplay.png

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🗨️

Feedback

BunnyDen
21. Apr 2020 · 22:45 UTC
I actually enjoyed this, playing it on trackpad may have been a mistake. The game is haaaard without a mouse! Good fun and great execution of the theme.
Morriekken
22. Apr 2020 · 09:47 UTC
I like the idea but I must admit the game is very hard. I played on mouse and keyboard on Normal but still couldn't survive longer than a minute. It took me couple rounds to remember to reload guns :) but that's me when overwhelmed.

Really nice graphics and very dynamic peace of the game.

Rafal from 4Boa Team
Pagetb
22. Apr 2020 · 17:06 UTC
cool idea!
Tommy
22. Apr 2020 · 17:15 UTC
I have to agree with @bunnyden and @morriekken on the difficulty of the game, it is a bit too much even on easy and with a mouse. Also, I think that pressing the fire button when the ammo are finished should let you reload automatically, so that you can focus more on micromanaging the actual game and not your fingers. Finally, I think that the plasma shotgun should be more effective on near enemies (as any shotgun is), but due to the slow spread and infinite range it is way more effective on very far enemies.

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
Galactic Chimp
22. Apr 2020 · 17:50 UTC
Pretty fun, nice game. The shotgun is a bit too weak, and the game could use more pacing (introdung 1 new alien species each minute, instead of all at once). But overall I liked it, fun game. No problems with browser version.
XdSilentStorm
23. Apr 2020 · 09:51 UTC
Fun game with a nice variety of enemies. It can get quite hard after a bit. One piece of advise is that reloading would occur automatically once you run out of ammo because I found it hard to keep track of everything!
Vivoubos
23. Apr 2020 · 12:41 UTC
Nice game with good difficulty! Have fun to play this game!
So bad that the weapon don't reload automatically ^^
Kayahr
24. Apr 2020 · 09:40 UTC
Too hard for my taste (even in easy mode) but maybe I'm just bad in this kind of games. Only way to beat the game was selecting four players and controlling them all with the same keyboard :D Like the controls and the theme. Some animations (dying, exploding bugs for example) would have been nice.
EpiphanyG
25. Apr 2020 · 14:33 UTC
We loved this game. I played it with my daughter who used gamepad and I used keyboard. First try we died, but on second try we got the hang of it. I mostly spent my time in the middle of the screen making enemies chase me while my daughter stayed near the dude and killed any I missed.

Great game, overall excellent!
EpiphanyG
25. Apr 2020 · 18:15 UTC
Just wanted to say my daughter keeps asking us to play this one again. "Please, it's my favourite game!" :smile:
Equivocator
25. Apr 2020 · 22:18 UTC
A nice concept and well executed! Having the weapon without an automatic reload wasn't the easiest to get used to, but it felt pretty nice once I got the hang of it. Having difficulty not scale with number of players is rough. Perhaps single player mode could naturally be you controlling 4 drones, or you could just do more damage. Not having enough firepower to keep up with the bugs within a couple minutes felt harsh.

Nice work overall!
EpiphanyG
26. Apr 2020 · 10:01 UTC
We played again this morning. It's a lot of fun! One thing we'd love to see added is the ability to somehow revive your teammate if they die.
🎤 Draklaw
26. Apr 2020 · 13:19 UTC
Thanks everybody for the feedback !

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.
AdonisDevs
26. Apr 2020 · 17:27 UTC
This is very cool! It is really clear that a lot of thought, effort, and polish went into this game, as it is loads of fun. Nice :D
darthone
26. Apr 2020 · 21:16 UTC
I had a good time playing this. I felt that once things tipped out of control it was essentially game over. I think there's a lot a simple thing that could make it that much more juicy ex dead enemies, screen shake, particles on hit, upgrade-able weapons
TerribleTrioJoe
28. Apr 2020 · 05:17 UTC
Fun game! I definitely experienced the out-of-control spiral if I missed a reload or swapped weapons at a bad time, but I felt that added to the sense of urgency in keeping the human alive.
DaniBoySan
06. May 2020 · 20:55 UTC
fun game, very cool
PatateNouille
06. May 2020 · 21:13 UTC
I think that's the first game ever to have a shotgun useful only for long-range combat and a machine-gun way better in close-range combat xD

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 ! ;)
devharts
11. May 2020 · 02:46 UTC
Very fun and fitting to the theme! I saved the human using the four robot strategy, and it felt quite satisfying how the shots converged on the targets in that mode. The browser version didn't give me any problems other than in full-screen mode where the colors messed up for some reason, and the audio and graphics felt really cohesive and well-polished. Nicely done overall! :)