Keep It Alive! by SeriouslyCrunchy
I usually go for the Jam in Ludum Dare because I swear I always need more time. Well, this time round, considering the quarantine, I thought doing the 48 hour compo would give me plenty of time! Boy was I wrong, there's so much that didn't make it into this build, including lots of polishing and minor improvements. However, as every good game dev knows, getting something out is the main thing!
Help your helpful little drone survive 'product testing' as long as possible!
Hitting anything too fast or hitting other drones or spikes will reduce your shield. Shield slowly regenerates, but get hit while your shield is 0 and the game will end! Controlling your happy little drone carefully is key.
A tip! Thrusting down into the ground will help control, just don't do it too hard, or you will damage yourself!
Controls : Arrow keys, up and down to thrust, left and right to rotate.
Please leave any comments or bugs below, I always aim to go and play the game of everyone who comments!
21/04 EDIT : Fixed the bugs related to the game over sequence and not falling off ledges correctly.
| Youtube | https://seriouslycrunchy.itch.io/ld46-keep-it-alive |
| Youtube | https://seriouslycrunchy.itch.io/ld46-keep-it-alive |
| Original URL | https://ldjam.com/events/ludum-dare/46/keep-it-alive-18 |
Ratings
| Overall | 868th | 3.015⭐ | 36🧑⚖️ |
| Fun | 687th | 3.088⭐ | 36🧑⚖️ |
| Innovation | 951th | 2.691⭐ | 36🧑⚖️ |
| Theme | 839th | 3.25⭐ | 36🧑⚖️ |
| Graphics | 854th | 2.853⭐ | 36🧑⚖️ |
| Audio | 734th | 2.516⭐ | 33🧑⚖️ |
| Humor | 436th | 2.938⭐ | 34🧑⚖️ |
| Mood | 892th | 2.656⭐ | 34🧑⚖️ |
| Given | 37🗳️ | 40🗨️ |
* As for feedback, I can't say any more that what syo said. But I think for me it's also the turning power. As for prototyping, you may want to start with the movement first, as it's always good to have the game feel satisfying before anything else.
* Other than that, the difficulty is simply broken by the fact you only need to press up, be good at dodging and nothing else. Fuel could have been regenerated by landing to incite the challenge. The layout of the platforms too could've been placed with diagonals to force you to make use of the left and right buttons.
* There's a bug at one point where you get 2 damage in one frame, thus allowing you to pass 0 and still survive with less than 0 shields. When doing programming do a `shield <= 0` check than a `shield == 0` check. You can fix this bug while the compo is happening, by the way! It's allowed.
* Sadly the name being the same name as the theme gave me doubts at first. Glad I got that wrong!
With all of this, this is a very good foundation. You should work on it more if you have the time!
On fuel use : I have to agree with both of you, balancing fuel use (or fuel generation) was one thing I really wanted to spend more time on, it never quite felt right, same as the movement. I will definitely make sure to have something feel good before I move on in the future.
On the shield bug : I have no idea how I missed that, late compo tiredness I guess! Thank you, I will fix it up!
On the name : I actually sat at my PC after midnight UK time just before the end of the compo trying to think of a good name! I had some backstory about how this might be how certain delivery companies test their delivery drones before sending them off to deliver items for customers, buuut I gave up and got that well needed sleep. Any ideas? :D
Liked it a lot!!
@bongo227 @hanamigi thank you for the feedback!
Overall, nice submission!
The idea of keeping him alive is good and cute somehow XD
some suggestions would be that the control is a little wonky and it makes me really hard to control the movement
I also found a strategy that will help me survive very long: don't use left and right arrow key and just fly upward, and hold at this position. Turns out there wont be any obstacles instantiated here lol
@arthurds Aha yes of course! I imagine seeing the cute death sequence is fun the first few times, but it could get annoying after a few!
The physics seemed to be a bit odd, moving platforms didn't really move the drone when I landed on them. Sometimes the drone would tilt in a weird way and it seemed like I needed to use a lot of rotational force to get it back up, as if there was some ghost force acting against my control.
@arcus Aww, I thought I'd got rid of that 201 fuel bug! Music was on the list but I juuuuust ran out of time to make anything.
@justuspan Yes, unfortunately when he starts rolling he likes to keep going! You can counter it a little by boosting him into the floor.
@grizeldi Hmm, thats a good point. I didn't really mention much about the goal or the instructions I must admit!
@fryer Fuel tanks would have been a great addition, and a better one than the automatic refill I must agree. It was actually on my list of stuff to add if I had time, but unfortunately, I spent a bit too much time on the drone's cute eyes! The physics does need work, once the drone starts spinning it requires a LOT of force to stop it, and I couldn't figure a decent way to prevent it at this time.
Thank you all for your feedback!
However, I feel that small changes would make this game more interesting:
a) more fuel, I felt that the low amount of fuel actually discouraged moving, but you want the player to master moving instead of avoiding it
b) player sticks to platforms, again, make the player move, landing on a platform should allow for a brief period of rest/re-fueling but also move you around so you have to compensate
c) permanent spikes at the bottom, just landing on the bottom was way to easy
See me bumbling around until I notice the easy way exists:
https://youtu.be/v7SeO8iHW2M
I 100% agree that it was a mistake to have the fuel count so low, and I do like the idea of permanent spikes. Maybe have the spikes come in permanently after a short amount of time to give the player time to get their bearings