Open Fire! by Amazura

Finally come back again to Ludum Dare :smile:
Made a simple shooter where you need to control more than one at a time. just play it and you will get it. Help four dudes to finish their mission. Feedback and bug-report are really appreciated :v:

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Instruction
Press rapidly to the active button and try not to let them drop to zero.
Q, S, L, P are the button, it's easier to remember by looking at your keyboard.
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Credits
Font : Coder's Crux
Music : 8 Bit Metal
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Find me Online
:flagid: Twitter : @amazura
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| Youtube | https://myanko.itch.io/open-fire |
| Youtube | https://myanko.itch.io/open-fire |
| Original URL | https://ldjam.com/events/ludum-dare/46/open-fire |
Ratings
| Overall | 1795th | 3.246⭐ | 132🧑⚖️ |
| Fun | 2116th | 2.825⭐ | 128🧑⚖️ |
| Innovation | 1984th | 2.875⭐ | 130🧑⚖️ |
| Theme | 2026th | 3.209⭐ | 131🧑⚖️ |
| Graphics | 509th | 4.111⭐ | 133🧑⚖️ |
| Humor | 831th | 3.189⭐ | 124🧑⚖️ |
| Mood | 1580th | 3.183⭐ | 128🧑⚖️ |
| Given | 126🗳️ | 181🗨️ |
Great piece
Should be a little harder ;)
Nice enty :)
p.s. It looks like some funky compression happened to your enemy sprites at the last cutscene, I've had a similar problem before and it could help to export your sprites at 10x resolution or so to get rid of this (I'm not entirely sure though)
Overall good job!
I played it a 2nd time and let 3/4 die to see what would happen, but there didnt seem to be any kind of increase in difficulty. Either way, a neat little game, lots of polish!
there is no changing difficulty at all.. spend most of time on graphic and didn't have to for it. anyway, Thanks for playing :thumbsup_tone2:
Maybe the gameplay could be a bit more interesting, with ennemies requiring different tempo and changing which key to press during a stage, because right now you can just mash all the keys for the entire game X) But I understand you spend most of the time on the gorgeous art than on the game design
Also, since you don't use the key "a" in your game, you could map it to the "q" key, so azerty keyboards don't have to change layout to play ;)

Great work and thanks for the game!
Overall well polished, good quality music, and what you've implemented seems to be pretty bug free. Would like to see more stages with different variations on the existing mechanics.
Were there more mechanics than just hitting the buttons? I couldn't tell if each level made me mash faster or if it was the sam every time. It would've been cool to have more of a skill-requiring element, like if it needed specific timing or something. Still, really polished little game!
Kee9 it u9, mate!
Keep up the good work!
All in all though, this is an excellent submission. Great work! I look forward to seeing your entry next Ludum Dare!
As for bugs, my "Q" shooter died the first round but continued to talk for my whole game.
Also (this is common with these games) your fullscreen button doesn't scale the game. I guess you used one of Unity's default HTML template? They have better ones that will scale with the window size, I think the one I used was just called "A better HTML template". Just a quaility-of-life suggestion.
For the gameplay, I wasn't sure exactly how much you were suppose to tap the buttons, at first I thought you were suppose to keep the bar right in the middle, but I guess you're just supposed to go as fast as possible all the time? I guess that's why two of my guys died right away.
Maybe the game would be more interesting if there was a "target" area in the middle you had to remain in, and going outside that means you "miss" the opponents.
Anyway, I do love the concept and almost the entire execution. The graphics and music are pro quality, among the best I've seen in LD, ever. Good work!
However... I will be honest - it would be much more of a game and much more of a challenge if you would have to press only chosen buttons when the light up, for example. The way it is, it's just a button mashing simulator :wink: - no real challenge, just need fingers of steel.
Also, your text needs some work, corrections. Many sentences are not capitalized, punctuation is poor at times and there are mistakes (like: "to all unit" instead of "to all units"). Some dialogue also goes by too fast, in my opinion.
But I didn't notice any bugs and everything ran smoothly!
It would have been nice to have a touch more complexity to manage. Civilians forcing you to avoid shooting, needing to pause shooting to reload...
But for sure for just one guy it's still a great job, a beautiful little game :)
I guess since there's no 'death' , a more dynamic control would be to have QP as 'SHOOT' and SL as 'DUCK/COVER' , that'd add more fluidity/ realism, as your guys wouldn't just be absorbing bullets with no consequences!
Some very simple improvements would be nice: punish players for pressing the wrong buttons. Change buttons to press more often, change them to various characters. Hm... I think I'm turning your game into a typing game. :smile:
In any case, well done.
Also, my hands hurt now :smile:
The gameplay is simple and would likely benefit from some added twist - I just mashed all the buttons at all times, it would be fun if there was some sort of strategy or choice when playing.
The gameplay reminded me of that pikachu game from Pokemon Stadium and the Nintendo 64 ;)
Music was nice and I enjoyed the little storymode
if you continue to work on this, I think it would be great if you'd make it so the buttons you need to press change during the wave or in general add more quicktime events :)
and maybe make it less strict on the speed of the button hitting ;P
Again, great work for a jam all alone!
I would have loved to be able to press one of the buttons to advance the dialogue, it was a bit too slow for me. The story could use a tiny bit more intro (just so that the player knows they're 1) in a bank and 2) waiting for a hacker to fix the lift, because now the progress bar is just a bar). Overall well done, thanks! :sunglasses:
I wish I had a better idea of what was going on, though. There were a lot of bars filling up on screen, but I had no idea whether or not my actions were doing anything to affect them. Still, mashin' away at the keys gave me an opportunity for some well-earned frustration venting, so thanks for that!