Burning Ravager by sinclairstrange

*There are two versions of the game.
Version 1.1 has a bug fix where you can get out bounds. It also has a volume edit by using the -/+ buttons and a notification that if you buy something, it reminds you to equip it via the pause menu.
Original one is included without all this just in case you want to play the game strictly as it was done in the 72 hours*
Really quick post about the game.
CONTROLS: (Can be edited in game.) Arrows = Move A = Jump S = Shoot D = Dash (when you have an item equipped that allows to dash.) ENTER = Pause menu, where you can equip items and check the map.
Six gems to find. Once you collect a gem, the area becomes unstable and you need to find one of the exit portals quick! (You can also use the exit portal at any time to leave the area.)
Use the credits to buy stuff in the shop. MAKE SURE to equip these newly purchased items via the pause menu while in game
Items you equip will alter the temperate your mech produces, too much heat and your lil' robot becomes unstable and will explode after a while! Other things causes heat damage so be careful! You can always de-equip items to lower robot's temp if needed.
Will post something better when I got some sleep. (Need nap now.) -Joel!

| Direct Link | https://www.newgrounds.com/dump/download/50918fff3e447ecb649f20c5a6a42f4f |
| Itch.io | https://sinclairstrange.itch.io/burning-ravager |
| Burning Ravager Ver1.1 | https://www.newgrounds.com/dump/item/64eda6671428a3d8f971e2db494dcea8 |
| Youtube (Fully Playthrough) | https://youtu.be/_otBjUceq-g |
| Full Level Map | https://www.newgrounds.com/dump/draw/cd2544b807ba1b1c29e1effcd10896f4 |
| Original URL | https://ldjam.com/events/ludum-dare/49/unstable-wip |
Ratings
| Overall | 1th | 4.654⭐ | 28🧑⚖️ |
| Fun | 6th | 4.5⭐ | 28🧑⚖️ |
| Innovation | 349th | 3.68⭐ | 27🧑⚖️ |
| Theme | 373th | 3.92⭐ | 27🧑⚖️ |
| Graphics | 4th | 4.788⭐ | 28🧑⚖️ |
| Audio | 9th | 4.519⭐ | 28🧑⚖️ |
| Humor | 940th | 2.625⭐ | 22🧑⚖️ |
| Mood | 103th | 4.135⭐ | 28🧑⚖️ |
| Given | 32🗳️ | 20🗨️ |
Honestly now that I've grown up since last time, all I want is hopefully peeps to have fun with the game haha. I'm glad ye enjoyed it though ^-^
I'll put in audio mute/volume adjust when I've hade some sleep :) Sorry about that, I knew I was forgetting something!
yet but it's because I want to take my time with it. The theme of unstability is actually represented well with the overheat mechanic. Keeps every enemy encounter tense as well since it increases with damage and makes you strategise with regards to the equipment you should use at that moment. The graphics and art are amazing and definitely bring older NES games to mind which is what you were going for anyway so great job on that.
I did not really like how slow the camera transitions between areas though. I realise it was the case for some older games but it could be faster here for a slight quality of life improvement. Same goes for enemies spawning the second I re-enter an area. Maybe re-spawn them after a few minutes.
All in all though, nothing really wrong with this game. It does it what it does very well. Amazing work
@transylvanian-blacksmiths Ah thanks! I'm not sure when I'll do another LDjam next because I always seem to exhaust myself haha. I'm glad ye like the game :)
@littlew00d Thanks! If people like it enough I never know, might make it into something fully fleshed out, but as is, it'll just be a wee little jam game :)
@badpiggy Aww thanks for the lovely comment there, glad you find the NES style charming, I know some people can be off put by it, but it's really quick to do, (and I personally love that style.)
Yeah it's one of those things with the camera that I had it baked in where I kind noticed it was perhaps a little too slow, it was too late to change without possibly breaking the whole thing. Although the respawning enemies were my homage to the classic games where they'd always respawn in, I hopefully might of counterbalanced that with the weapons being extra powerful. (Plus they're a source of credits.) It's definitely one of those things where you'd need to tinker with given the time.
Although I'm glad you're having fun with it! :)
I may need to understand more about heating unstability but I understand fully about unstable planet after getting a gem :).
I may need to play this often cause there are many stuffs I haven't tried from the shop.
I was remapping the keys and mistakingly assigned jump and move down to the same key, so I couldn't get back to the key remapping menu and I had to reinstall the game.
I jumped over the wall at top left and I think I bugged it because I was stuck there. (Screenshot)
Thank you for making this incredible game and congratulations! You are an amazing gamedev!

-- edit --
I figured out I just needed to press ENTER to go to the menu. Derp. This game was excellent! Awesome job.
I can't finish the game because of not ready to start over and over again after each stuck. So I'll complete this game with pleasure when you will test it (it takes more time than 72h I understand) and maybe will add some ability to save progress at HQ.
@caeonosphere : Aww I'm sorry about the lava tube section, I wasn't sure if that was too tricky or not. :/ Hopefully you'll one day find all six gems and get the very quick and stupid ending I plopped in :P Glad ye enjoyed it though ^-^
@monkeyfox Thankies, I'm glad ye liked it, hopefully it wasn't over all with all the items but it wouldn't be a mini-metroidvania if there wasn't!
@bloodbane Ah so with the heating, if you equip more/different items onto your mech, you'll increase the temp, if it goes over your current max, your mech will start to become unstable and then eventually explode. If you get hit too much by things this also will happen, but in that case you could use the cooling unit or de-equip items to cool the mech back down.
I hope you enjoy the rest of the game!
@fer-gueler
Ah yeah, I annoyling spotted that bug last night when I was recording a full playthrough, just got around to fixing it right now. I've also put in where if you hold down R for a few seconds on the main menu, you'll be taken back to the key config screen to edit your controls.
Ah there is a couple of expensive end-game upgrades, one is the Agilomatic which gives you triple jump, dashing and the speed boost at the cost of insane temps. And the others is the Pyrojet, Rocket Launcher that just overkills enemies. (The automapper could be a good purchase as it shows the whole map.)
Thanks I'm glad you enjoyed it despite these little hiccups along the way!
@almightyzentaco Ah you need to equip them via the pause menu. (I think I explained this in the how to play, if I didn't then I apologise on that! Fear not, in version 1.1 I put a little notice at the start of the level to make sure to equip new items if you've purchased them :) Hopefully you can enjoy the game fully now with that patched in :)
@saintheiser Ah yeah, I caught those bugs last night when recording a full playthrough, hopefully should be patched and fixed now. V1.1 has this edited. I just stupidly didn't put any solid ground there to stop you from jumping over!
Ah I'm afraid I won't be putting in saving, the game itself is reasonably small and it's just too much of an edit for LDjam. If I were to ever carry on this game into a full fledged thing then of course saving progress would come as standard! :)
Pretty great stuff all around! I admit that I am a bit disappointed at the lack of actual NES-styled chiptunes (even faked), as I prefer that sound, but the PWM / chipdrum stuff you have going on isn't bad by any means! The tilesets here look beautiful, great use of the NES palette, especially with the darker background tiles, and the blue/green colors. Perhaps that's old hat for someone more familiar with the NES palette, but I don't really work with it at all so I'm always impressed when I see great results achieved with those colors.
There's so many little things to appreciate here that are maybe taken for granted since the whole package just comes together. The debris particles everywhere give a lot of motion to the scene, the vines and lamps animate subtly to make the world feel alive, there's even conveyor belts, and hey, those laser beam animations look really good too!
Anyways, I knew I shouldn't have tried as soon as I made the screen transition, but I've found another out of bounds bug here:

I guess my metroid "explore every nook and cranny" instincts didn't serve me well here, oops!
I love explorey games like this, it's my favourite genre. Controls were tight, everything feels right and satisfying, and I never saw it drop a frame. Really nice art and music, too. And there are even several tracks!
I'd be interested to know what you used to create it -- what language, what libraries, which DAW or tracker, which art program? I liked reading the post about your process making this, but would be interested in the technical/tools side too. Of course, if these are trade secrets of yours, no worries ^^
I'm glad ye liked the overall game though despite a few hiccups! I look forward to playing ye game this weekend now I've fully recovered from the lack of sleep and overload of caffeine haha.
@rogual Thanks! I might actually do a in-depth breakdown of the game and how I approached it in another post or if I carry on making the game (who knows) do a proper dev log. I can say the art program was MSpaint ;P I often use the most simplest of art tools for 8bit games as so I don't go over board. Program/Game Development tool was Fusion, DAW was Cubase and no libs.
Glad ye had fun with it!
@vetche-studio Thanks! Yeah it's always good to see us 8-bit peeps show those old consoles some love, for sure I will check that out this weekend now that I've recovered!
Overall a very good entry, maybe too much content for me to really digest for a jam game lol
Thanks but honestly there was so many fantastic games that anyone really could of took the top spot. I just wanted to make a fun game and I hope I've succeeded in that. :) I used to get a little hooked up on scores when I was younger but now it's all about just the fun of pushing yourself to the limit.
Yeah, I find making ol' Nintendo styled game just really fun. It doesn't require too much art assets and I don't have to think of something super innovative with gameplay, haha.
I only have minor nitpicks like falling when I think there is ground, slow screen transitions (this one is probably to taste, not sure what the timing is on this compared to the usual), getting damaged/looping transitions right after a transition, and the lava area probably needing to get more obviously gated. It looks like you mentioned you would add saving if you were to expand so that could solve it too.
For me it's also missing some sort of emotional feeling as you are making progress. I think other games typically inject bits of humor periodically to lift up the mood (silly character conversations would do it), but good lord how can I ask you do have done any more. Also, not every game needs humor so there must be other solutions. Big moments to shake up the pacing - bosses or other moments? Idk.
Yeah and actually the reason the screen doesn't scroll faster was due to some bugs I didn't have the time to iron out, same with the vertical scroll being the way it is. If I were to make this into some fully developed I'd make the screen scroll more like Metroid (with doors, and vertical "shafts".)
That's the sad part about jams you don't get enough time to figure things out, the original plan was to have separate planets but then it ended up being one big world to save time. I did envision some audio logs and bosses like my previous attempt at LDjam metroidvania but then I would of lost out on valuable polish.
There is one humour moment which was at the end, with that cheeky ending ;)
Again really glad ye enjoyed it! Still shocked I won to be honest, so many great games submitted.
@cameron-paxton Thanks! I thought Karawan was great! I loved the audio and art on that, it was seriously next level stuff, (and the gameplay.)