Captain Zapdash by Nazorus

Free falling dashy zappy thingy with cool music.
Zap all the orbs and dash through the abyss with Captain Zapdash.
Hum to your triumph.

Controls
- Left click to zap
- Right click to dash
- Arrows or WASD to move
Tools
- Unity
- Figma
- Audacity
- MPC Beats
All code, graphics, and audio were made by myself during the 48h period.
| Link | https://gitlab.com/Nazorus/ld48 |
| Link | https://nazorus.itch.io/zapdash |
| Link | https://nazorus.itch.io/zapdash |
| Original URL | https://ldjam.com/events/ludum-dare/48/captain-zapdash |
Ratings
| Overall | 145th | 3.859⭐ | 34🧑⚖️ |
| Fun | 41th | 4.125⭐ | 34🧑⚖️ |
| Innovation | 332th | 3.438⭐ | 34🧑⚖️ |
| Theme | 542th | 3.422⭐ | 34🧑⚖️ |
| Graphics | 199th | 3.844⭐ | 34🧑⚖️ |
| Audio | 38th | 4.078⭐ | 34🧑⚖️ |
| Humor | 153th | 3.387⭐ | 33🧑⚖️ |
| Mood | 292th | 3.5⭐ | 32🧑⚖️ |
| Given | 32🗳️ | 45🗨️ |
The laser was very satisfying and the dash very useful.
Great job! :D
@phthalogold perhaps death is a moan-worthy experience in this universe, who knows!
https://youtu.be/R25_tXZwmbw
- Tons of fun
- Quite good looking
- Great audio
- Did I mention it was quite fun to play?
For real, it's a pretty simple game, but one that is quite enjoyable, it feels so smooth to control and play (and the audio and music help greatly on that matter!)
Awesome :D
Great intro/tutorial.
Challenging gameplay... however it didn't take long for me to find out I could move to the edge of the screen and avoid all the obstacles :smile:
@stuartc I found myself doing that too during testing and I was tempted to add a rhythm mechanic, but decided it would be too risky to implement :sweat_smile:
@secret-magic-404 Obstacles can still get to you at the edge of the screen, so this approach requires some luck :stuck_out_tongue: but I guess you're still less likely to get hit ^^
@airwaffle I agree that more variation would have been great, I had a few ideas but ended up spending more time on audio instead ^^
The only thing that has room for improvement are the graphic. I see you used the classic "primitive shapes + high gloom" trick, but having pretty graphics was not really necessary in this case since they added to the humor. The game was also quite short (it was repeating every 12 orbs I believe) which is probably because it is as far as you can go when you have a fully procedural "level design" before becoming boring or getting out of hand, so if you wanted to make it longer you would need a more sophisticated algorithm to generate a more interesting placement of obstacles.
Overall pretty great and very admirable that you did everything yourself in only 48 hours.
very simple and well executed indeed!
the only thing I would say is that the camera could be a bit zoomed out, but other than that it was really fun!
I think I'm addicted, would like to see more variations to the levels!
The graphics were actually amazing, I'd say and the gameplay felt amazingly smooth. Was I supposed to drop down a lot of depth upon getting hit by an obstacle btw? Anyway, would play again!
@tim77 @kunal Zooming out the camera is a great idea, it would open up a lot of possibilities in terms of level design and gameplay. Thanks for playing and the kind words!
@kepsert Yes, this isn't explained in the game but the depth meter is kinda like a negative score :wink: if you never get hit and never miss any orb, you'll finish the game with minimal depth. Thanks for playing and the kind feedback!
I try to play all your games to leave a score and comment, thanks for all the feedback! I'm glad you're enjoying Captain Zapdash :smile:
Regarding the game logic - you should expand the spawn area to cover the edges too. I could rush it without moving a finger :v:


Didn't score too great, but man, this game is _chunky_. It's crazy you managed to get the gamefeel so solid in only 48 hours.
While I normally don't like having that much inertia in shooty games, the dash gives such a good amount of speed control that it stops mattering and starts being an actual gameplay mechanic.