Delve by notpresident35

A Rhythm-Based Shooter
Imagine if Just Shapes and Beats and Exit the Gungeon had a baby. Yeah, we're not quite sure how that worked either. Point is, it's a game, and you can play it.



:musical_note: Music by Matthew K (AKA Rhythmic Revival) and Braeden M :notes:
:computer: Programming/Art by John K :art:
| Link | https://dawdlegames.itch.io/delve |
| Link | https://dawdlegames.itch.io/delve |
| Original URL | https://ldjam.com/events/ludum-dare/48/delve |
Ratings
| Overall | 512th | 3.763⭐ | 21🧑⚖️ |
| Fun | 598th | 3.553⭐ | 21🧑⚖️ |
| Innovation | 418th | 3.658⭐ | 21🧑⚖️ |
| Theme | 686th | 3.816⭐ | 21🧑⚖️ |
| Graphics | 811th | 3.763⭐ | 21🧑⚖️ |
| Audio | 103th | 4.158⭐ | 21🧑⚖️ |
| Mood | 871th | 3.526⭐ | 21🧑⚖️ |
| Given | 11🗳️ | 22🗨️ |
I'll try again on windows when I can!
If anybody knows why a Mac build from a Windows computer wouldn't open, please let me know!
It may be nice to add a score a the end of the run, or something indicating the progression of the player in music, because it fells like we have no point of reference when we die.
Also : nice music
One issue i do have is the way the stage shakes as the platform drills down, particularly. The movement isn't very pleasant to see for too long. A simple solution would be to lock the shaking to the Y or X axis, but that's just a nitpick.
Overall a great entry, and great job from you two!
@slavi My buddies made the music using Ableton Live, and I made the sound effects with SFXR (it's free, and it's awesome)
@reblys I definitely agree with you on that. There's a sound effect for killing an enemy, but it's too quiet, and I ran out of time to make sure it was the right volume. I also didn't have time to make an enemy death animation, which would have been a big improvement. It's a miracle the player death animation made it in :sweat_smile:
@toxiccomputer That's a good idea! I originally planned on there being multiple weapons (much like Downwell has weapon sidegrades), so some of them would have shot faster and slower. Then again, I originally planned on making multiple stages lol.
@mastoast Progress bar when you die, very good idea! I'll add it to the pile of "features to add if there's ever a post-jam version."
@martiniano-marelli I agree; the camera shake is a bit overtuned. I'd normally make that a setting so you can disable it, since screen shake makes a lot of people motion sick, but there wasn't time for a settings menu.
@phil-lesnar Thank you! I like the idea of letting the music loop at the bottom; I'll add it to the wishlist.
@wheybags @plomeg @yamzho @aidanmarkham @pd-dev Yeah, you have to be *really* precise if you want to click to shoot. I knew that was going to be an issue, but I didn't have time to rework the code to be more lenient. This is definitely first on the improvement bucket list.
The artwork was nice, and it did a lot with the limited colour palette - I especially liked how the enemies, terrain, and player were all colour-coded separately. One thing I'd say though is that the graphics felt a bit noisy at times, like the background, which was kind of confusing to look at and distracted from the actual platforms. Another thing is that the bullets suddenly disappearing looked a bit unpolished, so maybe some little animation for them disappearing would've helped. The music was, of course, very good, and the way it worked within the game was also a great fit. The bullet sound, too, meshed nicely with the background music.
I really loved the concept here, and I think it was well executed, and you did a great job on the game! Well done!
There was a lot overall that hit the cutting room floor that I wish hadn't. I wanted to make a little warning for the spikes, similar to the enemies but less urgent, and I wanted to briefly show the flight paths of the flying enemies. I also wanted at least 2 more enemy types, 2 more hazardous obstacles, and 1 more weapon (which I even made the art for). Heck, I originally wanted 2-4 stages, each with unique music and a different color palette. But this is Ludum Dare after all, and I only had ~6 hours to work on Sunday, so the scope just kinda shrunk over time. I was still making the level design an hour before the deadline lol.
I'd also agree that the background was a little unpolished. I wanted to give it another pass, making it look more like rock while also making it only use 2 colors so it would stand out less. The bullets would also absolutely have had impact effects. Again, cutting room floor.
Thanks for all of the complements! The feedback definitely helps.
Overall, this entry is impressive, rated 4.5 :D
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* Music is on point. Really enjoyable track that does not get boring
* Graphics are nice, simple and consistent. Everything has the same feeling and nothing seems out of place
* Really cool concept of having a time based shooter
* Simple and easy to follow controls
* Nice vibe, it feels action-packed and fast paced (even though it is pretty chill)
* Nice warnings before enemies appear
The bad
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* Some times enemies bug out below the platform
* Spikes hidden before hitting you, and only visible for a small window of time before getting hidden by the platform. Not sure if this was a design choice, and I don't think it was actually this bad, since it could be intentional that they are hidden before they hit you and you have to remember where they were. However, some more space below the platform would be nice.
* Restart sometimes bugs out, and the platform continues after player has died
* Rythm-based shooter was a bit misleading. Initially I thought you had to click on the beat to shoot, however you can hold down fire and it fires on the beat. Could have a bit more clear instructions on that.
* Also, no point in not shooting, since you have no ammo. You could either make it fire by default, or have a penalty for spamming (ammo / reload / weapon overheating and becoming unoperable for a period of time)
Suggestions
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* Could add an easy mode with health pickups
* Could add an easy mode with spawnpoints, so you don't restart all over
Summary
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I really liked this game and especially it's music. I think it makes it so much better. The game itself feels fast paced and nice to move around and shoot stuff. The rythm-based idea is really good, but I think it was not used to its fullest potential. Could have the player click the mouse on the beat to fire, similar to what "Crypt of the Necrodancer" does with movement. It could also do with a bit more polish here and there.
Congrats on the game and keep up the good work.
Yes, there are a lot of features and bugs that I wish I could have added/fixed. Enemies spawning in walls and falling through the floor, not warning the player about spikes, and the platform moving after the player dies were all issues I knew about, but didn't have time to fix. Checkpoints were on the bucket list, so it's nice hearing that it would be a good feature to add. Using reloads (or making the gun shoot constantly) is a good idea; I definitely want to add that.
I'll pass on the complements about the music! I'm sure the musicians will love to hear it!
some notes:
* The environment color palette needs more variation, maybe add another color or 2 because its difficult to differentiate the foreground from the background.
* the blob enemies are too short which makes it difficult to shoot them. You have to aim slightly down which is hard since the gun itself is very close to the ground. Long distance shots are really hard to land. Maybe add a visual indicator of the bullet trajectory
* The drill/platform should either be smaller/thinner, or it should be behind the hazards/spikes. Because its so big and slow, the spikes are occluded for way too long which makes it easy to forget where they're going to appear
* I don't know if the gun fits the rhythm of the song or not, but the first shot is always delayed which makes the controls feel unresponsive. Maybe let the player shoot as fast as they want but reward them for shooting in rhythm.
Obviously you guys didn't have a lot of time to play test the game, but hopefully you keep working on it because I think it has a lot of potential