WHILE(ALIVE) by Skyeward
using UnityEngine;
using LoopTech.Autofire.Modules;
using AutomatedLegs.Modules;
while(alive)
{
//get out of this cell
//use the weapon
//the weapon is our only ally
//find the _Crown
//DO NOT DIE
keepFighting();
}







KNOWN BUGS: Inventory size count is often wrong in inventory UI. Occasionally this can become a negative number, which can prevent inventory functionality. Leaving and reentering the UI may fix this.
| Youtube | https://dreyan.itch.io/whilealive |
| Original URL | https://ldjam.com/events/ludum-dare/47/whilealive |
Ratings
| Overall | 72th | 4.179⭐ | 41🧑⚖️ |
| Fun | 168th | 3.962⭐ | 41🧑⚖️ |
| Innovation | 153th | 3.974⭐ | 41🧑⚖️ |
| Theme | 311th | 4.038⭐ | 41🧑⚖️ |
| Graphics | 101th | 4.41⭐ | 41🧑⚖️ |
| Audio | 142th | 4⭐ | 40🧑⚖️ |
| Humor | 529th | 3.052⭐ | 31🧑⚖️ |
| Mood | 100th | 4.158⭐ | 40🧑⚖️ |
| Given | 22🗳️ | 49🗨️ |
It's really tough, too... I played about an hour (excellent 'justonemoreturn-ism') and couldn't reach the end - if indeed there is one?
Also I found sometimes I was very unlucky with module dropping... not getting any new modules for the first few rooms.
Overall, this is solid as hell. It looks great, plays great and is such a cool idea. Very, very well done.
sidenote: why is the filesize so big? did you use 8k textures or something? I think if you figure out how to cut down on the filesize, you should upload an html5 version on itch.io to get more people playing it. It was a lot of fun
Too bad I couldn't succeed in being the first streamer to beat the game, but I still really like it!
The only thing that bothered me was that I felt i was zoomed in too far in peacetime. It meant that I had to run through the entire room searching for modules at worst, which felt pretty bad. I could see it being worth it, if there were an explanation storywise and it is meant for me to better connect with the character (Like the optics modules are optimized for combat). If it was merely done for the "fight!" effect I think it would also work with a very minor zoom. :slight_smile:
In the beginning I thought that the enemies hits on me wouldn't register because the background of the healthbar is so subtle.
All in all it was a great experience, thank you! Definitely one of my favourites so far.
- Make the graphics less noisy because it's kind of distracting
- Make the game easier but it might be just me
- There were runs which I didn't get any module for a long time
- You might want to improve the mouse- aim character animation, it's kinda weird right now
Overall it's a really good game, especially for a game jam, and I had fun playing it :)
include <iostream>
func main()
{
std::cout<<"It's a pretty stylish top-down shooter, I adore how you represents inventory and weapon system."<<std::endl;
return 0;
}
```
https://www.twitch.tv/videos/766806810
If you’d like to rewatch the playthrough, you can find it here:
https://www.twitch.tv/videos/767497194?t=5h17m34s
Good luck on your ratings, see you next LD! :D
💜 Elysia Griffin AKA Button Feedback Lady
https://www.twitch.tv/elysiagriffin
Firstly, the graphics are gorgeous. Love the unique art style and this character design of half-animal half-robot. Very unsettling, especially how all the legs are just slightly too sharp and move a bit too fast, like the lizards that flee from you really caught me off guard at first, with the oppressive filter over everything it really made it feel creepy and off whilst still maintaining a bit of sillniness with the fun gun function names and squawky sound effects. The music was lovely too.
The theme interpretation was wonderfully unique, I've seen a bunch incorporate while loops and general code-related iteration as a concept but none that I felt tie so intuitively into gameplay. At first I thought the function system was more like a glorified inventory menu for equipping your weapons, but when it clicked with me that your weapons were fired sequentially, suddenly the order mattered as your delay time was so big. It would have really helped to have health bars above my enemies so I could better plan what way I targeted everything. If I knew an enemy was low for sure I could, for example, fire my burst fire at someone else, then turn around and pop them with ol' reliable for some health back. It was rather a shame that the weakest gun was the only way to get health back, it would have been nice if there were pickups or something.
Time for some really minor niggles. One is that I felt the acceleration when moving was a little too... not high, but oddly curved. It ramps too quickly at one point, I ended up moving fast very suddenly at what feels like an arbitrary amount of time. It should either happen slower or a lot quicker, for me. The second is an easy fix, I felt it rather awkward that I pressed tab to open the inventory, but then had to press escape to leave it. It would have really smoothed things for me if I could have used tab to toggle it. The third is that it would have been nice if either the grenade didn't deal splash damage to you at all or if it did a better job at warning you. I was getting stuck at the beginning for ages until I realised it was my own grenade killing me, haha. The fourth was that I felt in some arenas, especially those with other birds like me, I felt the camera was too zoomed in to be able to have the enemies on screen and to be able to reasonably predict the projectile paths so I could dodge.
There. I've plenty more good to say but I think I've basically said everything useful. I think with some more time taken to design and balance the weapons, some UX improvements and then just more content and narrative you could have a fantastic release. Well done.
Gameplay-wise, I think the main loop was pretty enjoyable. I think I'd have liked multiple weapon slots to swap between? That way a player could alternate between a fast (but weak) pea-shooter, and a heavier weapon, or other combinations!
Good work!