Locomotion Commotion by Sharks
Important: IF YOU PLAY WEBGL PLEASE GO FULLSCREEN
Locomotion Commotion is a bullet hell shoot 'em up set on a moving train with flying rouge ai robots trying to kill you! Will you ever escape this loop of killing robots on the back of a train?

Gameplay Guide
Machine Gunner
Deadly hover that rains hell with a twin-barreled machine gun, heavy armour and a good sense of social distancing.
Bomber
A nimble kamikaze craft which can damage any nearby robots with its huge explosion radius.... Just don't let it get too close.

Workbench
An important part of fighting off the killer robots is constantly using those robot parts we both know you've been collecting to upgrade your weaponry via the workbench at the very front of the train! Oh - and toot the horn for me, will you?

| Youtube | https://sharkgamedev.itch.io/locomotion-commotion |
| Original URL | https://ldjam.com/events/ludum-dare/47/locomotion-commotion |
Ratings
| Overall | 1333th | 3.095⭐ | 39🧑⚖️ |
| Fun | 1165th | 3.027⭐ | 39🧑⚖️ |
| Innovation | 1482th | 2.568⭐ | 39🧑⚖️ |
| Theme | 1569th | 2.541⭐ | 39🧑⚖️ |
| Graphics | 1132th | 3.189⭐ | 39🧑⚖️ |
| Audio | 974th | 2.764⭐ | 38🧑⚖️ |
| Humor | 1039th | 2.333⭐ | 35🧑⚖️ |
| Mood | 1395th | 2.681⭐ | 38🧑⚖️ |
| Given | 30🗳️ | 45🗨️ |
I think spawning more robots with far less health would make it more entertaining. Also because of cramped space it is difficult to avoid bullets.

I did like the little detail of the train carriage wobbling around a bit rather than being locked in a fixed position behind the engine. Really sells the feeling of being on a train.

Everything worked fine and I didn't encounter any big bugs. Took me a while to realize that there is an upgrade buying menu but I found it. It felt like it was responding a bit slowly to input but was fine otherwise.
I liked the sounds in the game. Especially the "there you are"!
I didn't really see the "Stuck in a loop" theme here.
@fabula-rasa @aquanim The adaptive difficulty system I'm working on fixes all those things :smile:
@scharma Hey thanks for all the valuable feedback I'm glad you enjoyed!
Overall very nice entry, you managed to do a lot!
By the way, I am part of 'The Battle of Neptune' team and I have to say that our game indeed has similarities, but I think you should buy OUR copyright :3 (come play our game too <3)
@reheated Thanks for all that feedback!
The ranged enemies were a bit tough, especially when they spawned at the bottom and it was much harder to dodge their bullets when they were going vertically (as there isnt much room to move side to side).
I didn't realise until about half way through playing that there were upgrades! That was a nice surprise, though I think it should be made a bit more obvious to the player :)
I think the camera follow should be a bit more responsive, and the UI on the main menu should be a bit more obvious / stand out a bit more from the environment.
On the whole it was good fun though, the combat was nice and the aesthetics were good :D
The game played exactly as smooth and wonderful as I predicted, yet I did feel it was a bit harsh to not pause the game while in the shop-menu.
Other than that, it seems you really wanted me to play both versions, and yes - the post-jam version felt a lot better with minimal downtime!
Great work overall! :D
I tried playing on both the difficulty settings, and I don't think either was particularly hard. I did feel swarmed a little bit at times on the adaptive difficulty, but I managed to pull through.
I think the upgrade system is a little awkward, though. There are a couple awkward things. First is it's not really clear what each upgrade does. Health and damage are somewhat clear, but the numbers are pretty meaningless--I would thing 800 health would be a lot, but apparently not?
And I have absolutely no idea what the fire rate system does. On an endless game I cranked it up to around 100 and yet there was still no apparent change in my rate of fire. I think maybe it effects the bullet velocity? In which case it should probably not be called rate of fire.
I found that a lot of the time I would hit the whistle instead of actually opening the upgrade menu--particularly when I was trying to grab health when swarmed by a bunch of guys. The upgrade menu should probably be very easy to open and the whistle a bit more incidental.
As it stands right now, the endless mode doesn't feel particularly meaningful. The exploding enemies start coming so fast that you can just keep shooting them and killing everything, and then buying upgrades... I ended the game with 100s in every upgrade, and 40000 robot parts. I mean, I think it's relatively self-evident that a true endless mode would probably need a larger variety of enemies and scenarios that involved those enemies, so there really isn't too much to say there.
One nitpick: the player momentum feels a little weird, not like a person walking around.
But all this is to say that I think this is a very solid foundation for a game. I think this game naturally fits the idea of an endless shooter sort of thing, and it's somewhat obvious that an endless shooter probably needs more than two kinds of enemies. As I said, a shooting game on a train just seems kind of intrinsically fun to me, so it's definitely a game that could be developed into a bigger project if you wanted. Anyways, I hope there's something useful in this feedback! :smile:
May be a few more enemies which don't have tha much HP to add to the chaos would be a nice addition i think.
Like this you sometimes have to wait along time until the next enemie shows up. But then you would probably have to resort to a wave system to make sure you have enough time to buy the upgrades.
But anyway overall a really nice entry i enjoyed it a lot. Keep it up!
And thanks for submitting your game!
**(Thanks to JUSTCAMH too, I just don't want to ping him)*
Yeah I guess I was little presumptuous focusing on the endless mode. Probably because of the "stuck in a loop" theme! :sweat_smile:
Cheers!