Germ Warfare by edj99
Doctor Fraser won't let a patient die under any circumstances. He has decided to shrink himself down to the microscopic level in order to fight the disease that is killing his patient.
Keep your patient alive!

Controls
- WASD for movement
- Arrow keys to shoot
- Mouse cursor for menu screens
Tools
- Godot Engine
- Aseprite
“Rising Tide (faster)" Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 http://creativecommons.org/licenses/by/3.0/
| Youtube | https://ed-jones.itch.io/germ-warfare |
| Original URL | https://ldjam.com/events/ludum-dare/46/germ-warfare |
Ratings
| Given | 5🗳️ | 3🗨️ |
**As always, A couple criticisms though:**
- I initially thought that enemies were going to be coming through those doors and that I would have to dispatch them before they killed me. After a good minute of them "not spawning", I figured out that it was more like a dungeon and that ***you*** *were the murderer*. Queue CLUE theme...
- The walk animation is slightly funky in that, if you start going the other direction, it seems to lag slightly before it changes to the correct direction. I appreciate the polish though!
- On my second play through, I got to the snake boss thing. I managed to defeat it before time ran out, but nothing happened. There were no doors, so I figured I won, but time drifted past and eventually ran out. It said I died. :cry:
All in all, very well done!
- The physics of the main character were way to floaty for such a difficult game. When i entered a room, the guy slides halfway through the room, hitting 3 - 4 enemies on the way. That's a no-go. I don't know if it's because I'm running on 144fps, but the controls were VERY sensitive. Subtle movements were almost impossible. Also, changing direction killed all momentum of the character, which felt very off and unpredictable.
- Shooting speed and/or damage need some rebalancing. It took way to long to clear a room of all viruses. It ends up feeling more like work than fun.
- There often were TOO many enemies per room. They often float about randomly and you basically have no change to avoid damage when they gang up on you. The characters hitbox was a little in-transparent too. The missing damage feedback on the player did not help in that regard either.
- I did not play far, but it seemed like there were no upgrades and/or player character progression. Depending on the length of the game, this should be included to keep the player invested.
In conclusion, I really wanted to love your game. Twin stick rouge-likes are one of my favorite genres. That's why I want this to be better :) Keep it up!