Corona 69 by Elektroney
You are a criminal that wants to infect everyone with Corona but once you do it you become a real criminal and the police will chase you or maybe even kill you and you get deeper and deeper into the trouble.
Controlls: WASD to move, Press space to infect people
Help: you can infect the police too
PS: Tell me your score in the comments



| Link | https://tron888.itch.io/corona-69 |
| Original URL | https://ldjam.com/events/ludum-dare/48/corona-69 |
Ratings
| Overall | 1503th | 3.153⭐ | 51🧑⚖️ |
| Fun | 761th | 3.449⭐ | 51🧑⚖️ |
| Innovation | 1542th | 2.729⭐ | 50🧑⚖️ |
| Theme | 1902th | 2.041⭐ | 51🧑⚖️ |
| Graphics | 1701th | 2.58⭐ | 52🧑⚖️ |
| Audio | 804th | 3.33⭐ | 52🧑⚖️ |
| Humor | 463th | 3.284⭐ | 46🧑⚖️ |
| Mood | 1655th | 2.745⭐ | 49🧑⚖️ |
| Given | 37🗳️ | 69🗨️ |
It terms of gameplay, I liked the idea of avoiding missile to infect the policemen. It worked well. Maybe an upgrade system of area of effect, time other people get infected and so on would add layer of complexity to the game.
I like the loading bar of the shooting guys to anticipate their shoots
Simple and efficient, great :)
It just feels so good to play even tho the graphics aren't the best (but certainly not bad). I love how you dash to the person you want to infect and the game feedback is also very good and clear.
Very nice entry ^^
Fantastic work! :heart:
Would love if some infected would drop a heart every now and then to enable an old fart like me to go for longer streaks and rake in the big points.
Good entry, really nervous and fun, good job.
The gameplay was solid as well, with a good amount of fun to be had. However, I do feel like some things could be tweaked to improve it. For one, the game has quite obvious invisible walls, which most of the time is not a problem in games, but with this one the collisions function in a way where your movement is pretty much halted fully when running into a wall. This resulted in me quite often wanting to avoid enemy fire, bumping into the invisible wall and then eating a rocket to the face because of it. I'd suggest either tweaking your collisions so that you can more smoothly slide along walls or simply placing something like houses, or heck, even literal brick walls where the invisible ones are currently.
Another issue I had was that the enemies could be quite a ways away off screen, but still hurl rockets at you. This didn't really feel fair to me, because I had no way to anticipate them, as I know nothing of the enemy's position if they are not on screen.
Finally, I feel the game was a bit too hard, so I didn't really get to see the "getting deeper and deeper into trouble" bit. But maybe that's just an issue of my skill level ha-ha. Regardless, you could maybe make the charge up time on the rockets a bit slower. Or if you want to keep it challenging, but fair: simply decrease the charging time over the course of the game, so the longer you play, the faster things go. I'm just spitballing some ideas.
With all that said, I feel like all these issues could easily be fixed and overall you have put a good effort forward this LD. Solid work!

I would have searched for a smarter solution for the boundaries. For example you can see the skybox in the background if you go far enough on the right. Maybe it would look better if you were surrounded by houses. But don't worry, i struggled ith the same problem. I had some performance issues, but that could very well be my own computers fault.
The gameplay was clever in its simplicity and the difficulty was ballanced enough. I tend to find most games difficult so most entries are just to difficult for me. I would've liked to be able to reload health, that would also help with the difficulty. This game would have worked also quite well with the parasite theme.
I would say keep up the great audio and maybe work a little on the visual look of your game next time around!
Liked this one for sure, really fun and simple!