survive the night by dimesto52
survive the night
is a game when you dont control all time all the charactère, every 10 seconde you switch between the controle of the movement with wasd(zqsd in aserty) and the control of the shoot with the mouse
| Link | https://github.com/dimesto52/surviveTheNight |
| Link | https://dimesto.itch.io/survive-the-night |
| Original URL | https://ldjam.com/events/ludum-dare/51/survive-the-night |
Ratings
| Given | 13🗳️ | 14🗨️ |
Sometimes the walking stops when pressing arrows .
I can't see the rating - settings. So unfortunately no scores from m.e.
Its a great core gameplay that need some more juice (animation and fx) and variety (more ennemies with different patterns) to be played a longer time !
I think there is some design problems to resolve here:
- the difficulty does not seem to ramp (or at least just a bit?).
- coins don't seem to impact the game.
- feeling of repetitiveness.
- missing some variety in the situations / challenges.
- missing some pacing (what I mean here is that it's continuously the same tension, with no highs and lows).
Here are some ideas that (from my point of view) could improve the experience's quality:
- a closed area (instead of open ended) -> it does add more variety and difficulty with the borders of the map (walls, corners).
- Levels -> every X series of 10 seconds, new enemy spawns appear
- Other kinds of enemies: like faster ones, invokators that spawn other creatures...
- Rewards from the coins (either you get automatic upgrades, or a choice between different upgrades with... different prices?), which can improve either movement, shoot or the IA. This moment of being given reward could happen during the "day" (the lighting becomes clear, all enemies change their sprite to be frozen in rock, and the day finishes when you have chosen a reward...) -> resolves the impact of coins and missing of pacing. And the upgrades increase the feeling of variety if they impact the game feel.
- In combination with an increasing character skillset, you can add harder and harder waves of enemies...
Also I felt that the robot voice at each turn was too much the same at each time. Perhaps making a random on the sound's pitch value could do the job, and/or mix with other sentences!
The fact that there’s random shooting and movement in the opposite modes made it a little harder to grasp what the modes did, I'd either remove the randomised opposites or make them very week but properly respond to player input. Having the modes be discrete, you can only move in run mode, would make doing well in the different modes way more important as the run mode is pretty safe as its always shooting.