Shimash by thedashdude
Shimash
Shimash is a game with several games inside it.
Cycle through the minigames every ten seconds and see how long you can last.
Play it on my itch.io.
Screenshots


Tools
- GameMaker Studio 1.4
- Paint.net
- Bfxr
All assets are my own, made in the 48 hours of the Ludum Dare 51 Compo, 09-30-22 to 10-02-22.
| Link | https://thedashdude.itch.io/shimash |
| Link | https://thedashdude.itch.io/shimash |
| Original URL | https://ldjam.com/events/ludum-dare/51/shimash |
Ratings
| Given | 0🗳️ | 0🗨️ |
I think the first level has a bug where you can just press spacebar and the level reset and you can play indefinitely. In the other two levels instead it start immediatly another wave and becomes impossible.
Also the sound is very loud.
Edit: This is fixed now.

Great game I really like it a lot! ^^ gets very hard quick I don't know how that guy got over 200 haha
The sound effects are great but would be more awesome with a little music behind it.
But the sound effects could make for a propper-base-line ... ha ha ...
Well done
@mdotedot I was going to but then instead of making music I didn't. Not in my skill set.
I've made it to 167 before having to go to bed

That was so incredibly fun!! I loved the minimalist pixel art and the sound effects were so retro. I had a lot of fun playing this. Its not easy to come up with fun obstacles for mini games and I think you really nailed it!
I liked the screen transition and the little preheat cues for the colliders was a nice touch.
I didn't know that I had 3 lives however. Maybe you can indicate that with a UI somewhere next time, like a zelda style heart system.
Good job!
Overall, the only real improvements I could think of would be to add some nice 8bit soundtrack and add possibly more minigames. It's very well thought out, scoped, and executed!
@davidtheginger All things that could be better, I agree.
@twowolf Lives indicator is a request I've gotten. Noted.
@nardandas Yeah I think that one is the hardest, but balancing something measured in fractions of a second got annoying so I decided it wasn't too bad if there was a minigame harder than the others. Makes the others more relaxing, call it a feature.
I think the flashing in the first game is a bit intense, and I think I died to an undodgeable pattern in the grid game though.
My only note was that I felt like the arrow firing minigame was a bit more challenging than the others, so whenever it came up, I knew I was probably going to lose a life. But maybe that's just me being not great at it. That and, as others said, would've been good to have the lives on the UI, but that wasn't a problem.
Overall, great entry, good work!

Here's my ranking of the 3 mini-games:
1. The missiles. The way this one scaled up felt great. Out of the three, this is the only one that gave me some "tetris effect". So satisfying.
2. The grid. This one was the most difficult for me for some reason. I'm not sure that I like how an attack will occasionally occur faster than the established rhythm. But other than that, no complaints, and I'm not even sure if that is a complaint.
3. The spinny bars. I liked that the bars weren't damaging on spawn. You also occasionally get some neo-dodge moments that felt great. However, even on the higher difficulties, this one just felt a bit slow. Maybe it was because the bars were so floaty? Perhaps they should've increased more in speed than in number? I'm not sure if that would work. Maybe they could've increased in size? It also just wasn't as polished as the other two visually or sound-wise.
I think if you choose to continue with this game, you should break the theme and experiment with making level changes more frequent as difficulty scales. I also wish the level transitions themselves got faster, even if their frequency didn't change.
Great job overall! This really feels like a complete package. Very well-scoped and polished.
Balancing wasn't easy, but I agree (mostly) with what you say. Since you expressed mild interest in it, here's some of the balancing issues that came up. (You can ignore all of this, a bit of a ramble)
The Grid had to address the following issues:
1. Can't send impossible waves
2. Can't feel tedious
When I set it up so that it always gave you enough time to reach the safe spot, sometimes the safe spot was on the other side of the board and it felt tedious to walk over. Just pressing the up arrow key for two seconds isn't a good fit for the game. To fix this, I make it so that there is always a gap in the wave within the same quadrant of the grid as the player. I also adjust the time based on the size of the wave being sent, so that the player has various sizes of dodges they have to make. Increasing difficulty decreases the time between waves, but it can't go too low or it becomes impossible, so it actually just decreases a margin on top of a calculated minimum time for the player on each wave. Adjusting that got fiddly, and I kinda gave up once I found something that didn't make me mad. The odd rhythm of the small waves is a side effect of them being easier to dodge. It was a hard line to walk between giving enough time and not feeling like you were just waiting for the bullet to fire. I ended up a little surprised at how much work I had to put into the algorithm to get it to feel even this good, and I know it could be way better.
The spinning bars was tough because there were a lot of variables to choose from. Spin speed, Diameter, Velocity, Number of Bars, and even how much the ricochet angle changes when they bounce. When they spun too fast it was impossible to pull off the weaving between bars that made it fun, when they got too long they would just box in the player, and adjusting velocity was difficult because half the bar is going way faster and feels impossible to dodge, and half is going the other direction and feels too slow.
Some of the slowness I think you're feeling is probably due to the fact that it always starts with just one bar. I couldn't think of any other way. Starting with all of them all at once was just too hard to track, so I just slowly increased with difficulty the rate at which they spawned. They do get a bit faster, spin a bit more, and grow a little longer over time, but I made sure that was pretty mild because it got too much really quick.
I wish I had marked the center point of the lines so the bounces were easier to predict, but I think this is actually my favorite of the minigames.
The explosion one was pretty easy to balance. I chose a fixed time for the circles to explode, and just had difficulty control making more of them at a faster rate. The only clever choice here was to make sure that one always was placed within a certain radius of the player, so that the player always has to be on the move. That mechanism didn't feel as good on the grid, and I couldn't figure out how to get it to work on the spinning bars, but it does a lot for this one.
I appreciate the detailed feedback, and the excuse to write up what is basically a devlog.