Repeater by notime4games
Shoot your way out of this repeating maze!
Controls: arrows and z,x or space,Lctrl. Gamepad should work also
| Youtube | https://www.dropbox.com/s/2ardrgg880l0hx2/LD47-repeater_source.zip?dl=0 |
| Youtube | https://notime4games.itch.io/repeater |
| Original URL | https://ldjam.com/events/ludum-dare/47/repeater |
Ratings
| Overall | 300th | 3.447⭐ | 21🧑⚖️ |
| Fun | 351th | 3.184⭐ | 21🧑⚖️ |
| Innovation | 314th | 3.289⭐ | 21🧑⚖️ |
| Theme | 142th | 3.974⭐ | 21🧑⚖️ |
| Graphics | 235th | 3.579⭐ | 21🧑⚖️ |
| Audio | 149th | 3.5⭐ | 21🧑⚖️ |
| Mood | 192th | 3.441⭐ | 19🧑⚖️ |
| Given | 25🗳️ | 9🗨️ |
* YOu dont know why and it doesnt matter but you are filled with awe and wonder since now you dont know around what corner will be another inexplicable mystery.
* Plus the aesthetic is so appealing and its just fun to run and jump like this. could this ever be a full game and then some.
* I imagine like metroid many different tileset environments and each level is like this whole game where it starts out seeming pretty straightforward but loops, and then you finally find an exit, but perhaps you have to go through the loop a number of times for some lighting to change and then certain other triggers happen.
* Wow I love the style here.
* I'd say some tweaking to make the player move and shoot little more fluid like metroid, and make the enemies knock back when hit (they just kept coming which meant you had to use a retreating strategy of sorts).
* Also gamepads work on this game even in html 5! (well they are advertised to ... lets find out! yup it sure does!))
* On mac this doesnt run in Safari (it doesnt finish loading - usually that means theres a compression problem and I think if you search for that you'll find several solutions).
What a winner this is. I loved it and this is one of the most underrated games in the compo.
use a gamepad if possible. Keep enemies just off the edge of the screen. first stand and shoot fast, if you dont see sparks (which indicates youre hitting something) jump and shoot. When going up dont try to shoot them lure them to the side and juke to the other side. When going up dont jump out of the hole (you'll get hit lots) without jumping as high as you can on the side to see whats up there and lure them down. keep trying and look for things to change and you'll win eventually!
About the spoiler:
My spoiler is so vague that you will have to try it several times to even see what it means but if you have figured out the core mechanic and you are stuck then this might help and you'll probably understand what I'm talking about here.
**SPOILER ALERT** ~~If anyone wants a hint heres a real vague hint: right left (change) right (change), up left up, right (a bit) left (change) right and down~~
The gun feels great, fires away with old school turbospam required in some panicked bursts, but then there is also downtime in between fights if you want it. Lots of the art is strong, but the particles of the bullets hitting the wall was a highlight.
So overall the game was really good! Because it was really good, let me dig into two things that caused me a little pain in the experience... but seriously, I'm just going into this because the game is so strong, so I hope this is helpful and constructive:
First the controls: I started with WASD but couldn't find a shoot button friendly with that, so I did invert and play lefty. Been a while. I was rusty with arrows/x/z.
Second, I feel there's maybe some room for improvement in the way combat plays out. These enemies are brutal in the way they come at me fast and with acceleration, do not get knocked back, and take a few hits to kill, and do a lot of damage. It's fine if they approach at the height of my standing gunfire, but I got hit a lot when they came at just-above-normal and I had to multi-shot them on the rise during a jump.
I failed so often that I gave up and my approach to the game became: spam jump and shoot off the screen for a while before entering any dangerous area. If I do aggro an enemy that's not at shot-level, flee wildly and try to gain space or wait for them to come down to shot-height. When I encountered the vertical climb, I extracted each enemy one by one down into the corridoor rather than mix it up with them.
The exploration was great, but ended up a bit at odds with the combat, where I wanted to explore but I did not want to take the risk of new areas lightly, so my exploring became extremely meticulous.
It did pay off in the end though: https://imgur.com/3jTg29Z
On the other hand, maybe I just needed to git gud, and I will say the enemies did their job of slowing me down and preventing me from turboing through the whole maze to figure it out.
So a really solid game that I enjoyed jumping into and playing to the end. Hope I didn't over-focus on critique, because I do like this game. Nice entry!
Great pixel-art with good music and really satisfying combat. Great job!