Teleporter Malfunc-ten by glenugie

[raw]
made by glenugie for Ludum Dare 51 (COMPO)

What's supposed to be a routine mining expedition goes a bit wrong when your teleporter starts activating every ten seconds! Gather what resources you can, kill enemies, find artifacts, and try to survive as long as possible!

Your teleporter is broken, and will warp you every 10 seconds between your base, the mine, and a hostile zone. In the mines, destroy rocks to collect ore. In the hostile zone, kill enemies to collect resources and rare artifact drops. In your base, heal up and spend resources and ore to activate collected artifacts. The difficulty ramps up the more you teleport!

Controls (Keyboard/Gamepad): WASD/Left Stick to Move, Arrows/Right Stick to Shoot, Space/Back to Teleport Early, E/A to Buy Artifacts, Ctrl/Left Trigger to Hide the HUD, Enter/Start to Pause

There are three kinds of artifacts (common [blue], rare [white], and super rare [rainbow]) each with their own unique effects. You'll need gems to buy super rare artifacts though, and those are rare drops from tougher enemies!

Screenshot 2022-10-02 212303.png

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Ratings

Given 1🗳️ 2🗨️

Feedback

LDJam user 5243
03. Oct 2022 · 14:35 UTC
I found the game-loop very entertaining. With a bit of balancing, this would be super fun! After a while the sound got a bit unbearable. Nice work!
LDJam user 298953
03. Oct 2022 · 18:12 UTC
Very great game-play loop, around teleport 50 however the game starts to run into performance issues and you are unable to make enough money on the mining screen to buy enough power ups to clear the enemy screen fast enough. Around teleport 70 the enemy screen becomes very laggy.
DecadeDecaf
09. Oct 2022 · 23:05 UTC
I played that for a LOT longer than I thought I would lol. I do wish the regular rocks spawned a bit faster, because I reached 9999 of that "flesh" resource, but was struggling to get gray ore. Very satisfying to ramp-up in power -- I like the upgrade diversity. Solid compo entry!
commanderstitch
10. Oct 2022 · 00:31 UTC
Super fun man! it's simple and enjoyable. The only thing i didn't care for was the beeping sound. xD FUNNN![2022-10-09 20_28_43-Teleporter Malfunc-ten.png](///raw/b24/z/52f85.png)
GameDevTraum
13. Oct 2022 · 16:55 UTC
very addictive gameplay, I survived up to 100 teleports, I play till my virtual computer explode haha.
Nice game :smile:
GameDevTraum
13. Oct 2022 · 16:56 UTC
ohh maybe every a couple rounds you could replace enemies by stronger ones, so you deliver less enemies but they deal more damage
LDJam user 259666
14. Oct 2022 · 13:12 UTC
That's a super concept, i really don't want to stop playin', the principal problem is the difficulty, is a way too simple and i needed to close the game before i died. So the only problem is the balancing, GG !!!
bentglasstube
16. Oct 2022 · 00:22 UTC
I really like the concept of this game. The core mechanics are fun and the constant switching makes it a bit hectic and exciting. Unfortunately, the enemies seem to get strong way too fast compared to the player. It takes several rounds of mining to get enough stone for the upgrades and I can go many rounds of battle without any crystals dropping. I restarted a couple times and some of the powerups are much better to get early. "Rubber Bullets" on the other hand made the game nearly unplayable because I couldn't kill anything. The variety of enemies was a nice touch and the graphics for them were great. The sound gets a bit irritating after a while, though.

I also found that you can full heal in the shop round by pausing on the healing pad. You'll continue to heal but the timer won't tick down.

Great work on a really cool concept that just needs a bit more balancing and polish to shine.
spudboy
16. Oct 2022 · 05:01 UTC
Interesting game. Cool to see a ludum dare game properly support controllers! Made it through 67 teleports!
Solrun
16. Oct 2022 · 10:28 UTC
Oh man, that was a really cool game.
10 seconds was just the right amount of time for switching between the modes. With a lot of games, the switching things up every 10s just interrupts you, but here it just works. I think having the 3 modes really helps keep up a bit of variety. It's just enough time to get you to switch your thinking up for this specific zone (like where can I stand to line up multiple ore), and then 10s is up and on to the next. I especially like how you heal over time at home so it plays with the 10s you have there. You can't always get a full heal and trying to shop cuts into your healing time which is really cool.
Lowering your attack speed on some upgrades felt pretty bad. Some of the upgrades felt like you were losing DPS with how large the slowdown was. I just wish there were other tradeoffs that didn't make it feel like you were losing so much power.
I only saw 1 rainbow power up in like ~200 teleports and I don't think it counted when I grabbed it. I must have been full and it was just deleted? So it's unfortunate I didn't get to see what the rainbow upgrades do.
I was really impressed with the level of polish on stuff. Like the huge variety of enemies and little things like having the UI fade away when you are behind it was nice to have. Or having each area be the same as when you left it so you're just teleporting into the same mess again was cool.
pkenney
20. Oct 2022 · 02:30 UTC
Really cool! There's a great addiction loop going on here. The three phases of the game really flow into each other well, and the sense of progression is strong. Art and sounds are pretty basic but do the job well enough.

I did feel like there were a few small quality-of-life issues that got in the way of me wanting to play "just one more time" more than I did. I'll mention some but I don't mean this as a bad review, I just think this is a great idea and a few tweaks could have really pushed it into becoming seriously addictive... that said, here is my wish list:

- Score summary at the end saying something about how I did and what upgrades I got, so I could relax and bask in my achievements for a moment
- Font needed to be bigger. I could not read the upgrades easily. This was a very very very serious problem because of the time-tension between healing and reading. A lot of the nuance of the upgrades, the core motivation of the game, I could not engage with.
- Needs fullscreen mode
- While I felt the time-tension between healing and buying upgrades was a powerful thing and I wouldn't want to lose it, it also created a problem that I could not salivate over the upgrades. I wonder if you could let me READ the upgrades while I'm on the healing pad by just always showing their text and cost. Late in the game it was pretty feelbad to just go CHECK THE PRICE of something or read a new upgrade only to learn I could not afford it, and later lose the game because of the health gains lost while I read.
- The mining gets pretty boring and while I appreciate the downtime from the other two tense phases, I found myself wishing it had some kind of unexpected occasional boon that would pop out from the stones, or something else to spice it up from time to time.
- The first few rounds of the game are a bit slow, so after a restart it's a bit dull until it picks back up, and this makes it less desirable to click "one more game". I think if you let me pick 1 of 3 free upgrades as a starter on retry that would have kept me more hooked.. or something else to jump-start re-runs.


I hope that's constructive feedback, as I really did think this was a great entry!

Overall this was a surprisingly engaging game for a jam entry, and I fell right into the loop. Very nice work.