Qwadrant by glem-fumeno
Qwadrant is an incremental game. The player can move via WSAD and attack with the left mouse button. Be careful or you'll lose signal with the anchors that enable you to move!
No AI was used when making this game.
| original | https://github.com/glem-fumeno/ld59 |
| port to macroquad | https://github.com/glem-fumeno/qwadrant |
| Original URL | https://ldjam.com/events/ludum-dare/59/qwadrant |
Ratings
| Overall | 163th | 3.375⭐ | 34🧑⚖️ |
| Fun | 147th | 3.297⭐ | 34🧑⚖️ |
| Innovation | 141th | 3.422⭐ | 34🧑⚖️ |
| Given | 28🗳️ | 26🗨️ |
Though I still don't fully understand the game mechanic of taking damage. It seems when the small ball hit you or the wire, you take damage? SFX will definitely make this more intuitive.
Another suggestion is to make small balls more visible. It's color is a bit similar to the background and becomes hard to react to them when their number goes up.
When the little balls cross the lines, you suffer a movement penalty and a small amount of damage, right?
I feel like as a player there's no real control over whether the lines will be crossed, once there are a significant amount of enemies. Or maybe I just suck :p
but fun mechanic, well done
I like that you get slowed down if the lines are hit, but I think losing health as well is a bit too much.
SFX would be nice.
I'd really recommend adding upgrade descriptions to the game page, because there's some ambiguity. For example:
Spawn rate — what does this mean? Do they spawn faster so I can get more points, or slower so I can catch my breath?
Spawn delay — is this the delay after an enemy dies before it respawns, or the initial spawn delay at the start?
Velocity — whose velocity are we talking about? Mine? Theirs? Do they move slower? Do I move faster?
And so on.
The difficulty curve at the start is a bit rough — for the first couple of minutes I had no idea what was happening or what the rules were, I was just getting wrecked. But I'm a hardcore player, I like that kind of thing — I just worry a start like that might scare off more casual players.
Funny thing — you and I, fellow jammer, made almost the same game at its core: you shoot at enemies in a cone and dodge them, then upgrade using resources you get from killing them. But yours came out better from a design perspective — the quintessence of this idea. I tend to spread myself too thin, stuff in all kinds of unnecessary things and can't stop myself. Bravo, hats off!
I loved while I was playing getting a good juggle going bouncing back 3+ rhythmically. The right SFX and I could play this for hours.
I know there isn't much time to think about these things during a game jam, but once you upgrade your attack speed fully, the game needs an option to protect people with photosensitive epilepsy.