Egg Rescue by JesterSeraph
PROTECT THE EGG

Egg Rescue, a love letter to Gradius made solo in 72 hours from scratch for Ludum Dare 46.
Fly through space just like the in the classics as you face off against enemy fighters, weird movement patterns, turrets, at least one mini-boss, and endless frustration!
Arrow keys or WASD to move, space to shoot. For convenience & accessibility, there's an option to use hold to shoot instead of press to shoot in the settings on the main menu, which is turned on by default. Turn this feature off if you want the true button mashing, space bar breaking experience.
Now defend that egg, no matter how many lives it takes!
Current web version is 1.3
Software used
- Music: Bosca Ceoil
- SFX: Bfxr
- Visuals: Aseprite (pixel art), Affinity Photo (composition), Asset Forge (Ships & terrain)
- Engine: Unity 2019.3
Change Log
1.3: Post-jam update: Improved terrain hitboxes (made more forgiving); Improved ship hitbox (made more forgiving); Improved turret hitboxes (gun barrel is now an active hitbox); made general improvements to the level design to make it a little more balanced; mildly reduced the final boss' HP; changed the sound effect of the egg being hit to be more distinct; added screen shake effects to the egg being hit, the ship being hit, and the ship being destroyed; added tips to the death screen; added a progress bar to the death screen to show how much left of the level there was; added a proper egg sprite; adjusted egg hitbox to new sprite; increased fade speed for death screen to return to the game sooner after death; and slightly adjusted the following logic of the egg to make it a little smoother as it chases after the ship.
1.2: Bug fixes to menu fade effect (effect was being re-triggered by the egg "dying" multiple times), bug fix to volume control settings (slider to 0 now actually mutes instead of making the sounds louder), Hold to Fire made the default, egg damage indicator now appears on egg hits, final boss second phase now actually activates, and killing the boss triggers the end screen (whoops).
1.1: Bug fixes to menu UI (can now click the return-to-menu button on the death screen, fades properly, settings & back button will no longer scale infinitely large by repeatedly opening and closing the settings)
1.0: Original release
Ratings
| Overall | 787th | 3.673⭐ | 28🧑⚖️ |
| Fun | 1056th | 3.4⭐ | 27🧑⚖️ |
| Innovation | 2166th | 2.74⭐ | 27🧑⚖️ |
| Theme | 667th | 3.92⭐ | 27🧑⚖️ |
| Graphics | 477th | 4.135⭐ | 28🧑⚖️ |
| Audio | 458th | 3.7⭐ | 27🧑⚖️ |
| Mood | 1477th | 3.25⭐ | 24🧑⚖️ |
| Given | 21🗳️ | 27🗨️ |
@webox Thanks! Yeah, it's a really hard game even in this genre, lol. The whole "protect the laggy egg" concept really pushes against standard bullet hell strategy, so I like to think while it feels very much like a classic side scrolling SHMUP (like Gradius), it still brings something new to the genre.
@hyunkelw I'm glad it was interesting even to watch! The spectacle of games being played is just as important as the game itself, and if you get excited & frustrated with the player just by watching, then I count that as a success. Also really glad the atmosphere blended in well! I uh... really know very little about music making, so I did my best to push through & produce something that would be both interesting & fitting. Glad I managed to work a miracle lol.
@grizzliusmaximus Thank you! I try to focus more on polish, since my past attempts to do crazy ambitious amounts of gameplay resulted in not finishing in time. A good, well made short game is way better than a barely-working, half-baked epic. Hopefully though as I get faster & better at doing this, I'll be able to make slightly longer equally polished games.
@jk5000 Thanks! Yeah, it's really fast-paced. The game actually has a very short runtime (2 minutes of moving track, followed by a 1 minute or so boss fight) so it gets hectic fast to push you as a player. I had to make sure every bit of those 3 minutes was a fight to get through, and rely on dying & sitting on the death screen as a chance to breath & relax. If I had more time, I'd have made the level two or three times longer & built up more gradually to the intense pace the end has.
I don't remember retro arcade games being easy at all. I remember them looking like there was a way through, but being punishing hard enough to eat all your quarters for trying lol.
@drums it warms my heart whenever people get the arcade vibe I aimed for. Those games were stupid punishing, threw the kitchen sink at you, but were still beatable if you figured out all the tricks and patterns. Thanks for playing, and for the feedback!
My first run, I didn't quite kill the mini-boss, and he didn't kill me, but I died immediately after. I managed to take him out on my second run, but died again in pretty much the same place. :)
My only suggestions/criticisms: The level feels a bit hectic/cluttered, but I saw you have already addressed that in your comments. I concur with hyunkelw's comment about more distinct player vs. egg damage feedback. Finally, there's not a whole lot going on in the humor/mood departments (which is totally fine for this type of game, but I couldn't in good faith score you as high in those categories).
The music is decently good, I'm guessing you used Bosca Ceoil for it? It has a lo-fi vibe that goes up alongside the number of enemies :thumbsup:
The game seems to be a bit too hard... I resorted to cheesing it by keeping to the left of the screen in hopes the bullets would de-spawn (which I think was unsuccessful, so good job there as well :stuck_out_tongue_winking_eye:) I only managed to get past the first "big" enemy before failing my egg again. Maybe some tips in the death screen would help players get better as well.
I like the small cinematic at the very beginning, where the egg finds you. Good little detail :slight_smile:
I definitely used Bosca Ceoil for the music. I uh... don't actually know how to make music, so it was a journey in experimenting. It was mainly me going to the complex drum kit and filling the space with a lot of percussion hits, plus random piano roll for the bass melody. I'm glad it worked out, lol. I tried to pair the enemies / gameplay / challenge moments to the music so that it would feel like it was meant to be there, when really I have no idea if that's the kind of music that should be playing for this game lol.
The game is definitely hard though! It's meant to take a long, gruelling while (and eat up all your quarters) to beat, despite only having about 3 minutes of actual level. I believe there's parts that are flat out too hard, such as the corridor after the mini boss, but that's because I accidentally filled it with gun corvettes instead of regular corvettes, so the ships that fly out at you also unload a wall of bullets before they go too far lol. Someone has beaten it before though, and I've both beaten the final boss & the level, but I didn't have enough time to really playlets & fine tune it sadly. Tips is a really good idea though! The death screen needs more content, and it would be an easy thing to slide into the next Ludum Dare I enter.
Thanks for appreciating that little cinematic. I actually figured out I could do it without changing any of my code just by setting the ball to follow the camera cart (that causes the camera to scroll) until the player spawned event triggered, sending it flying behind the ship. That same code is used to make the egg fly back to the ship after it's destroyed, so it just worked out really well. Before I made that switch, the egg would fly in from behind, and that felt like it was a lot less relevant (and a lot less clear what you were protecting!) so between the big text & the initial spawning sequence, I hoped it would portray the main game hook better.
thanks for playing, and for all your feedback! :smile:
I tried to make feedback different with the yellow vs red screen effects, as well as the different sound effects for the egg being hit, but I clearly needed to do more (like an actual, small screen shake, a *more* different sound effect, heavier emphasis on the screen effect). My main goal was to portray as much of the information as I could without using numbers or a typical health bar (or anything else that would take up more of the screen), and I do believe this was a good attempt, but there's definitely room for improvement. :sweat_smile: Thanks for the feedback and thank you for your time.
@rsim Thanks for playing! I really wanted to pay proper homage to Gradius & the classic genre of auto-scrolling space SHMUPs. The theme is definitely not the largest part of the game, but the interesting aspect is actually how unusual this style of protection gameplay is in bullet hells & SHMUPs. Normally your ship is everything, your life is everything, and you have INCREDIBLY fine-tuned control over said ship. With this, you have the laggy egg that moves to sort of follow behind you, and is therefore far less accurate in its precision navigating a storm of bullets flying every which way. You can keep your ship safe but end up killing the egg, or you can purposefully fly back quickly to take a bullet for it, keeping it alive but making your ship more vulnerable. The death of your ship isn't the loss of a life, but the opportunity for your egg to be hit unguarded & stationary.
I agree that it's not the strongest showing for the theme, and there are certainly other games that have done the theme better, but I hope this explanation at least clears up the theme's use from the perspective of a SHMUP player. I had other ideas that were more fitting for the theme, but this idea, for whatever reason, really struck a chord with me. Such a small change to the SHMUP genre, yet really heavy implications to how you have to play the game compared to other nearly-identical SHMUPs.
the way it actually works, and I should have made the lines thicker / larger in hindsight, is each hit your ship takes, it adds another circle around the screen edge in red (after 4 hits the ship explodes, the final red screen outline appears, and all of the red screen outline fades away. With the egg, a hit does the same thing but with a yellow outline. The egg can only take 3 hits before the game ends completely.
In hindsight, I should have made the yellow more clearly distinct & taken up more space, as well as made the egg's hit sounds more noticeably different. It does produce a different sound when hit from the ship, but I could have done more to really drive home that the egg has been hit.
Anyway, thanks for playing!
> You can keep your ship safe but end up killing the egg, or you can purposefully fly back quickly to take a bullet for it, keeping it alive but making your ship more vulnerable. The death of your ship isn’t the loss of a life, but the opportunity for your egg to be hit unguarded & stationary.
ahh - this is what I didn't get while playing, especially the last point. Thanks for the clarification. Went back through and played again and updated my rating to match! That's actually a very, very good use of the theme then! Well done.
The art style is wonderful, the music and sound effects make it feel like a real old-school shooter. My only problem with it was that it's difficult to judge collider sizes in some places. To shoot down some turrets you need to get really close to those ships, and sometimes even though it looks like you should be OK, the ships collide and you get destroyed.
Overall, it's a really solid entry. Good job! ;)
If you’d like to rewatch the playthrough, you can find it here:
https://www.twitch.tv/videos/615937007?t=4h27m40s
Good luck on your ratings, see you next LD! :D
💜 Elysia Griffin AKA Button Feedback Lady
https://www.twitch.tv/elysiagriffin