Detect Metal by Chomby
Browser playable
Gamepad support (use mouse for menus)
A small NES inspired game. Thanks for playing!
| Play here | https://chomby.itch.io/detect-metal |
| Source Code | https://github.com/in-rainbows-1/Detect_Metal |
| Original URL | https://ldjam.com/events/ludum-dare/59/detect-metal |
Ratings
| Overall | 193th | 3.283⭐ | 25🧑⚖️ |
| Fun | 113th | 3.478⭐ | 25🧑⚖️ |
| Innovation | 176th | 3.239⭐ | 25🧑⚖️ |
| Theme | 104th | 3.935⭐ | 25🧑⚖️ |
| Graphics | 168th | 3.37⭐ | 25🧑⚖️ |
| Audio | 146th | 3.273⭐ | 24🧑⚖️ |
| Humor | 106th | 2.85⭐ | 22🧑⚖️ |
| Mood | 219th | 3.024⭐ | 23🧑⚖️ |
| Given | 33🗳️ | 18🗨️ |
The enemy hitboxes, however, aren't very big. So hitting them is difficult. But in any case, I enjoyed playing your game and I liked it!
Nice graphic. Fun gameplay. Fits into the theme well.
I hope this helps new players understand: hold attack to auto-shoot at least 5 pellets per fly.
are a few small kinks, like objects spawning out of bounds
other than that, enjoyable
The main issue is the lack of feedback. First thing that comes to mind is the enemies not showing any visual cue once damaged, and the bullets go through them so there's no way to know the shooting works. Also, taking damage or digging should have more feedback, especially with an artstyle like this where you can make sprites blink, tint them with a solid color or something, which is simple yet very effective.
Also the SFX are a bit too loud and very harsh, you could tone them down a little.
Overall I enjoyed playing the game!
- Neither the score nor the dig radius seem to get reset when the game does.
- I'm not sure what I'm supposed to do when there are no more items to dig up. Do I win?
- I think the enemy hitbox is fine, but requiring multiple hits to kill an enemy seems a bit unfair given the sheer number of enemies and how difficult it is to land a shot.
I should've set a notification to players after they reach max score in a zone, i.e. no more treasure.
@saering Thanks for the sound & visuals feedback.
I like the metal detecting gameplay loop, it was enjoyable to make mental notes of where treasures are located while a giant swarm of flies push you out of the area
Good job!
Thank you for the opportunity to play in the browser.
I just wish the player had some animation!
But otherwise good job! I tried this many times and like it is challenging!
Somehow you've this very addictive and I want to try try and try again!
Pretty fun to find all these stuff like powers and so on!
I miss the feedback for these fly, like hit or something.
congratulations!
The SFX and the music where good and really fit the whole theme of the graphics and the gameplay.
Well done!
Besides controls, I feel the powerups could have better communication on what they do (maybe it was present in the UI but it was somewhat confusing), but that wasn't that big of a deal.
I could see an interesting roguelite here, like: detect metals, grab stuff, kill waves of enemies, improve your metal detector, get better weapons, fight stronger enemies, in a level that constantly expands as the waves go, rinse repeat. I think people would dig that (sorry for the pun)
Nice music as well! Good job!
I was unsure if the spawns are finite or not, because sometimes they wouldn't appear anymore and I'd just be dodging the flies, and other times all the items would start spawning desperately all over the screen, turning me into "The Flash".
Anyway, I tried my best.
Sometimes items spawn inside the walls. I imagine that shouldn't happen.
Congratulations!

Those enemies though, oof those come with many and the situation escalated so quickly! In combination with the way shooting works, it is almost impossible for me to avoid the enemies more than a minute or so.
Shooting goes into the last moved direction. So when the player grouped the flies together, the player needs to move towards the flies and shoot. If the player retreats, the gun will go backwards too :sweat_smile: It makes for an interesting challenge, bit somehow I don't think this behavior was planned? Or am I mistaken?
@rafa-fiedo Unfortunately any sort of pellet/enemy hit feedback was missing. I'm working on sharing a post-jam version.
@drtizzle and @conradoclark and @wouter52 I agree the shoot direction is a little 'fiddly'. My reference was the arcade game 'Pocky and Rocky' and while it worked for that game, there's a lot of other stuff going on in that game that supports that control scheme. Furthermore, *other* games that were inspired by P&R since went on to address the 'shooting direction' problem their own way. So yes I probably should've tried to expand a bit more on the attack controls.
@bentglasstube thanks for playing and noticing the music
@euler-moises thanks for playing! Yeah the fly spawn rate is a little aggressive.