Repair-it Roger by somethang123
My first Ludum Dare game
Keep your old house safe from the enemies coming in all directions
You have infinite jumps, can't die, and your weapons switch automatically
| Youtube | https://somethang123.itch.io/repair-it-roger-download |
| Original URL | https://ldjam.com/events/ludum-dare/46/repair-it-roger |
Ratings
| Overall | 2262th | 2.932⭐ | 24🧑⚖️ |
| Fun | 1941th | 2.957⭐ | 25🧑⚖️ |
| Innovation | 2245th | 2.674⭐ | 25🧑⚖️ |
| Theme | 1958th | 3.261⭐ | 25🧑⚖️ |
| Graphics | 2183th | 2.614⭐ | 24🧑⚖️ |
| Audio | 1524th | 2.432⭐ | 24🧑⚖️ |
| Humor | 1562th | 2.548⭐ | 23🧑⚖️ |
| Mood | 2247th | 2.591⭐ | 24🧑⚖️ |
| Given | 14🗳️ | 28🗨️ |

I have a few suggestions that can help improve your game.
Firstly, the character sprite is hard to see - black strokes against dark grey backgrounds lacks contrast, making it hard to see, consider making it white since he's a ghost.
Holding down the mouse button should fire the weapon constantly, instead of having to click rapidly.
The minimap is nice but again it is difficult to see my avatar due to the contrast. Same for the score text, didn't know it was even there.
The Up or W arrow key should also make me jump unless it has another purpose. I only discovered I could jump very late on.
I also then discovered I could go down by pressing DOWN, and only after I saw the minimap had platforms below me. Maybe some in-game text should appear for a few seconds at the start to establish the game controls. Not everybody will take time to read through your ludum dare page or game page description for controls.
Personally, I would like a smaller map and greater spawn rate so it's more action packed. Later on I spent more time walking around the map than killing stuff, and it's hard to keep track of your home when the map is large as well.
The weapon swap is interesting but maybe what would help are different enemy attack behaviours, so certain weapons are more effective against certain types - for example, some enemies spawn in groups so you have to wait for the shotgun to go and combat them, and you fight other enemies in the meantime. This would add strategic depth to your game, rather than just run and kill, run and kill, which gets boring really fast.
Lastly, the sounds should stop when I've lost. I keep hearing lasers even though I've already lost, and the laser sound can be rather ear-piercing when a lot of them are shooting at you.
Once again good job and keep improving! All the best for your game.
First of all: These monsters are awesome :smile_cat: !

Because of the font, I got the impression that the monsters came from the v̴̠͖̓͑o̷͖̘̳͔̩͊i̴̻̻̙̺̎d̵̜͌̅ͅ or something.
Positives:
* Minimap is super helpful and a very nice addition that most probably wouldn't think of!
* Weapon switching is a really cool mechanic - it helps to keep the game interesting.
* Design of the monsters is awesome
* Infinite jumps go well with the theme (ghost). In my first play, I fell all the way down and didn't release I could go up through the floor, but that's probably on me.
Suggestions:
* Expand on the world building - the monsters are awesome, but where do they come from? I feel like there is SO much you could do with this narrative! Are they your dead neighbours? Are they from the v̴̠͖̓͑o̷͖̘̳͔̩͊i̴̻̻̙̺̎d̵̜͌̅ͅ?
* Maybe the different weapons could have varying effects on the monsters? For example, the exploder could be weak to shotgun while the meelee is weak to triple shot
* You could probably make the textures connect. That might improve the look a bit, although I am quite a fan of the programmer art ;)