Outta Juize by Kiln

You are a rechargeable battery inside of a P3-8R0 unit tasked with fending off the endless waves of Drones and Spinners to keep your P3-8R0 unit alive. Everything costs power, even existing. Recharge at the Charging Port in the center, purchase new guns for your arsenal, and KEEP P3-8R0 ALIVE!
-CONTROLS-
W/S - Moves both P3-8R0 and the Battery forward and back, towards wherever the mouse is pointing.
A/D - When stationary, P3-8R0 can strafe left and right.
LMB - Fires whatever weapon is currently selected.
Space - Exits the P3-8R0 unit.
E - When outside of P3-8R0, this will allow you to reenter P3-8R0, or the Charging Port.
Mouse Wheel - Switches between available weapons.
Tab - Pauses the game and opens up the Upgrade/Shop Menu.
- Choose from a variety of guns!
- Repair Wrenches repair some of P3-8R0's damage!
- Collect Scrap to purchase Upgrades and new weapons!
| Youtube | https://azlef123.itch.io/outta-juize |
| Original URL | https://ldjam.com/events/ludum-dare/46/outta-juize |
Ratings
| Overall | 932th | 3.607⭐ | 44🧑⚖️ |
| Fun | 540th | 3.671⭐ | 43🧑⚖️ |
| Innovation | 1218th | 3.288⭐ | 42🧑⚖️ |
| Theme | 1640th | 3.463⭐ | 42🧑⚖️ |
| Graphics | 647th | 4⭐ | 45🧑⚖️ |
| Humor | 1609th | 2.485⭐ | 35🧑⚖️ |
| Mood | 1297th | 3.359⭐ | 41🧑⚖️ |
| Given | 52🗳️ | 67🗨️ |
The concept is nice, and has a good balance to the different modes of play, between when you're inside the ship and outside of it. The art is simple, but in a professional and clean way, and the explosions look VERY nice. The controls also feel good and intuitive, with the dodges feeling snappy and satisfying to pull off. Other than the confusing start, nice job!
You could probably expand on a couple of mechanics, like others suggested, but I'm glad you made it this way.
@frozedon Thanks, and yeah I know what you mean! I had that exact same idea. Unfortunately, I just ran out of time, but I'm definitely going to keep working on it so we'll see!
@glazey Thank you so much!
@bmacintosh Thank you! I've heard a lot of varying feedback on the controls. I definitely agree that they could be better. I'm going to keep working on the game (I'm actually going to start from scratch and rebuild everything). I also appreciate you thinking I limited strafing for balance because while yes strafing was OP, the truth is I actually just couldn't get it to work while moving, so I made it so you had to be not moving to use it to hide the fact that it didn't work otherwise :sweat_smile: Also apologies that your game ended abruptly like that, I really tried to fix that issue, and the problem with random placement is that when testing it myself I never got that error so I thought it was fixed. Will definitely try to do better on that.
@zachary-rodrigue Thank you so much! When I started making it, originally I had move-towards-mouse controls like the final product, but at one point I scrapped it for WASD-movement before scrapping that and going back to move-towards-mouse. As I said in the last reply, I'm definitely going to need to rework controls. Moving towards the mouse seemed pretty central to the concept at first, but I'm definitely going to sit and think about it moving forward.
@dreamcastgh0st Thank you! I definitely agree about the explanation. Unfortunately, I just ran out of time and couldn't squeeze it into the game. I'm glad you liked the controls, they've definitely received mixed responses :sweat_smile:
@ldd Thanks! I definitely had SO many ideas when making this game that I want to expand it with. If I'm being honest, the game isn't even meant to be a wave-shooter, at least not the way that it is now, that was just my last minute "Oh s---, I need an actual point to the game" attempt to actually give the game some gameplay.
@helloletsplayers Thanks! I'll definitely be looking into the controls more.
Thank you all so much for your feedback, especially about the art! That's what I was most self-conscious about, and you've all helped put that feeling of doubt to rest. :blush: I'm honestly amazed at how positive and/or constructive the responses have been, but I'm even more amazed that people actually played my game. Y'all could've said you hated it and I'd still have been over the moon about the fact that you actually played it, so thank you! :hearts:
@xenith Thank you thank you! Glad you liked it! :blush:
You can purchase new guns, yes. When you press the Tab button, the game pauses and a list of things to buy w/ scrap collected from killing drones pops up. If you hover over them, it'll say how much scrap they cost and if you have enough you can just click and hold on the button and it should give you the gun.
Again, apologies for the unclear controls. Entirely my bad. :pensive:
(You should probably add the controls to the Ludum Dare page as well though.)
@r2isabot Thanks! :heart:
I like how everything is very responsive and fast paced.
Controls felt weird for a while but then once i got used to them everything was cool.
I think what could improve it is adding some ui indicators for enemies outside of the camera, sometimes I had one or few enemies left in the waves and I ended up roaming randomly to find them.
Great job!

Nice and kinetic feeling shooter, good job!
@god-colo Thank you! I'm glad you liked it! :blush:
@superpatch Definitely agree on the enemy indicators! It's funny because I actually realized after the fact that *you really don't need an indicator to find the charger*, I implemented that back when level had walls everywhere ~~which I had to remove for my sanity and time constraints~~ but I forgot to remove it. Definitely could've repurposed it for enemies though. Thanks for your feedback and compliments!! :smiley:
@danilshekarev So sorry you got a crash! Thank you for providing the error message though, that really helped. I *think* I fixed it, so I'll upload a hotfix for it. Glad you enjoyed it while you could though. :smile:
@no-grapes-games Yes, I definitely messed up on that area. While not a reasonable excuse, at the last minute mark I figured "Well, you can usually wiggle your way out by getting in the drone and spamming strafe buttons." Not an ideal solution for sure (not even really a solution), but it was just time constraints. Poor planning on my part. Thank you for your feedback and compliments though!
Btw, the bug of the guns is, when the game restarts, all the guns are still sold out. 
@dinaharison Thank you, I'm so glad you like it!! :blush:
I've loved the game, it's my favorite but I died with a bug, I was stuck in the wall :(
- It's interesting how much the opinions on controls are split in the comments, haha. I have to admit that I'm definitely not a fan - I found them mostly confusing and frustrating, which is a pity, considering how important they are for playing a game like this.
- The arena could be a bit more interesting. Just (maybe temporary and/or destroyable?) covers to hide behind would improve it, and if the player has more control over the movement, maybe even hazards?
- I have to admit that I'm not too sure if getting in/out of turret did much for me. Maybe if you could've chosen between multiple turrets? Or entered enemies?
Graphics and sounds are nice. And I think playing as a *battery* of all things is a pretty cute idea!