Ready, uNsTeAdY, FIRE! by JovialKnoll
A cooling system mishap leaves our protagonist stranded in the territory of the Space Beasts! Cool down your ship to prevent it from exhausting energy through your experimental weapon! At least, until it's powered up enough to force Space Beasts to teleport away, resetting the timer on your doom.
Manage your heat production by moving around real fast! Probably you can still dodge Space Beasts while you do!
There's a readme! And in-game instructions. Get to it, pilot!
Note: you can totally full screen this or change the size or whatever! Slap that ESC key to bring up the menu!
You can also check out builds on the itch page instead of the github links below, if you'd prefer.





EDIT: Post-submission I have made a small bug fix related to how pygame's Surface.fill() works. Details here: https://github.com/JovialKnoll/ludum-dare-50/commit/346573db001f6b7bd2db1bd89e266245b44aae89
Ratings
| Overall | 365th | 3.34⭐ | 27🧑⚖️ |
| Fun | 353th | 3.24⭐ | 27🧑⚖️ |
| Innovation | 158th | 3.66⭐ | 27🧑⚖️ |
| Theme | 388th | 3.46⭐ | 27🧑⚖️ |
| Graphics | 562th | 2.62⭐ | 27🧑⚖️ |
| Audio | 293th | 3.22⭐ | 27🧑⚖️ |
| Humor | 126th | 3.521⭐ | 26🧑⚖️ |
| Mood | 400th | 3.04⭐ | 27🧑⚖️ |
| Given | 56🗳️ | 35🗨️ |
And speaking of mechanics, once I understood how the weapons and cooling system worked, I thought it was pretty interesting. I like how I don't have full control over when the ship will fire. It get's tense when you're waiting for that gauge to fill up as an enemy approaches you. It's a great player choice they have to make of when to let the ship fire. One thing I quickly realized was that the green gauge fills up based on button presses, not on distance traveled. So you can spam back and forth really quick, not move anywhere, but fill up your green gauge. I would like to see what the game would play like if it the gauge filling was tied to my on screen distance traveled. I feel like I'd be more likely to have to make dangerous moves near the enemies if I wanted to keep my gauge down, instead of being able to sit safely in the corner wiggling back and forth.
I liked your art style, and I think your mechanics are interesting. With more time to develop the enemies, more variety of enemies, and some power ups, this could be a really interesting game! As it is, it's a great jam game. Excellent work!!!
good point on the mechanic, probably if I could do it again I'd leave the green gauge working the same but tweak the acceleration so those twitches move you around a bit more. In this case I focused on making the movement accel feel good separately from developing the green gauge, but there should be more of a trade-off. Though there is a bit of a (less indicated) other relationship with moving: If you're moving, the green bar drops off a lot slower than if you stay still. What was also not really communicated (and probably should have been more of a dramatic effect) is that the beam bar fills up fastest when you have no green bar, so the idea was that sometimes you'd want to stay still to charge more, as another trade-off.
A+++ for the music
The game mechanics require some thought :thumbsup:
That being said you should still be able to run this directly from python source! You just need python 3.10 (somewhat older may still work) and this directory: https://github.com/JovialKnoll/ludum-dare-50/tree/master/src
You would have to install the packages in the requirements.txt files but then you should be able to launch by running main.py
Anyway, the audio and story are really charming, and it's cool to see such an original concept in compo. Good job.
And it definitely would have been nice to have time for another indicator besides color, like an icon or dithering pattern, but alas.
The simple-looking production values hide a very compelling set of mechanics. Once I thought I got the hang of it, I found I was paying too much attention to avoiding the enemies and accidentally let the power level get too high too fast and fired only to realize I had no one to destroy and so self-destructed as a result. So that combination of waiting to fire but also not firing with too weak of a laser was very good design. Nice work!
I have yet to make it to the first friendly base, and I assume there are more? I also couldn't save, which maybe is what happens at that base?
Also, I was surprised to find that the music was stuck in my head when I stepped away from the computer earlier.
I tried with a controller (an old Xbox 360 wired jobbie) but it didn't work that well - it seemed like it only recognized inputs when they were changing, not when they were held, if that makes sense. Didn't have that problem with keyboard.