demaker.s game by LDJam user 259859
you've been powered down. locked away. stuck in a silent dark room, by hands of the Demaker. suddenly, after centuries of hibernation, a retro console is dropped at your feet, allowing you to move and escape.
will you escape the Demaker's Game?
press pg-down if you get stuck.


Thank you for playing my game ^^. All assets made by me tools used: aseprite, Godot 4, Blockbench, Leshy SFDesigner
Ratings
| Given | 15🗳️ | 11🗨️ |
What I didnt like is, that when you needed a certain function to clear a room and had to get all consoles destroyed before getting them back again. Was kinda frustrating, nevertheless would love to see even more consoles implemented and maybe a way to repair them again. Maybe also important features on older ones, so you actually have to switch.
My main problems were:
- I didn't really understand the death mechanic. I figured out how you lose certain console features on it and might have to downgrade to a lesser console, but when I died completely, the monsters didn't reset. So I just died to the same spawncamping enemy repeatedly until I was able to escape.
- Losing turning and strafing at the same time can get you stuck. Having pgdn is a workable solution, but not a great one.
- The bullet collision detection/aiming system was messed up. My shots would only hit like 1 in 3 times.
Those issues aside, I had a lot of fun! That final fight was intense!
The death mechanic is pretty bolted-on, I just needed to put something for when the player had died but I couldn't figure out how to re-initialize the level states in the time before release.
For the turning and strafing modes, I think I have a solution in mind! I didn't want the turning and strafing to be disabled, and instead you just respawned after the core features(as a set of movement, and looking) were damaged, but with the way I had the subsystems implemented I could not figure out how to do that in time.
The bullet collision is seriously messed up, I do agree it was kind of frustrating while I was playtesting. I could not figure out for the life of me how to figure out the collision to be consistent. I think I might have to watch a couple tutorials :P
Thank you for playing and reviewing my game!
Thank you for playing my game anyways ^^.
Controls were challenging, especially at first (not being able to strafe or look up was difficult and it took me quite some time to figure out I could look around at all (before which time I was in an infinite loop of dying)). I mostly threw myself at it until I won, especially since I couldn't damage them when they were looking away.
Text typing sounds got a little repetitive after a while.
Sorry to ping y'all again, but I'm working on the full version of my game, and I just posted a dev log for what I made and upgraded during the several days after the Compo!
Hopefully the link works here, but if it doesn't, the devlog is on the itch.io link in the actual Ludum Dare post downloads itself. I'm kind of glad at how it looks right now, and I think with the way I'm structuring the systems without the deadline, it'll be a lot less of a mess than before ^^.
(ahhh that's right, I'm still being spam filtered... the itch.io link should bring you to it though !)
https://klizardo.itch.io/demakers-game/devlog/525875/starting-work-on-full-version-alpha
Anyway it is still one of the best entries I've seen, I am really impressed.
I tried again but the intro was too long (text appears slowly, not skippable). The game looks cool though. Since I couldn't test it I won't be scoring it, I prefer trying again later on Windows (but @milq made it run so not sure what was wrong). If you can implement intro skip in some update, and indicate all the controls in the description in case I missed something, it would be great and encourage me to retry!