One-Butt Alien Corridor by PeachTreeOath



Instructions
Descend into an alien infested ship armed with teamwork and the inability to scoot past each other! Finish each section to gain new upgrades and see how deep you can go.
- [1-4] to select a marine (or click the portraits up top)
- [Left-click] anywhere to change your selected marine's firing direction
- [Space] to arm a grenade, [Left-click] to throw it
- The timeline in the lower right tells you when alien hordes will come
| Link | https://peachtreeoath.itch.io/one-butt-alien-corridor |
| Original URL | https://ldjam.com/events/ludum-dare/48/one-butt-alien-corridor |
Ratings
| Overall | 673th | 3.652⭐ | 68🧑⚖️ |
| Fun | 486th | 3.636⭐ | 68🧑⚖️ |
| Innovation | 219th | 3.902⭐ | 68🧑⚖️ |
| Theme | 1486th | 3.136⭐ | 68🧑⚖️ |
| Mood | 1280th | 3.223⭐ | 67🧑⚖️ |
| Given | 47🗳️ | 114🗨️ |
Oh I never really used the guide at the bottom but I did think that was a cool addition. Maybe having a second count down at the end to add suspense would help since I wasn't sure if I was even close when I died on the level 4 ending.
The controls were getting used to but once I got the hand of it it was really tense and well done.
I like the upgrades after each mission and the added enemy types. For the upgrades I did not use the grenades so iI never really got that upgrade, but since the turning mechanic is so inherit in your idea, an upgrade for increasing the rotation speed would be a really interesting choice to make.
Overall I really really enjoyed this game and love this time of game. Great job!
The aim speeds being as slow as they were really forces you to plan ahead and generally just works really well. Graphics are simple but convey the point well.
upgrades were a nice touch. Everything felt solid and worked well.
Nice work!
I would have liked some sort of highlight on the selected marine. I know the UI at the top is highlighted, but, in the action, I don't look up there. Maybe just having a white border (instead of the coloured one) on the selected marine, something like that =).
Really solid graphics. Very clean ui and blood^^ It's totally fine having your vrewmembers and opponents being circles with symbols, cause it fits the style of the graphics. You even animated them. The animation of the grenade explosion is awesome!
I like certain small things: It's nice that a crewmember is revived after a level. Also you get to retry the current level and the upgrades give a nice touch.
Highlighting the currently selected member would help a lot.
Really solid and polished entry, well done!
https://www.youtube.com/watch?v=sDwcrZARxCM
It's a great mashup of dirty monster-blasting action with tactical planning and experimentation. It had a bit of tower defense DNA but with a lot more personality. The upgrades are a killer feature that takes it to the next level and had me reloading back to the start to try out different builds.
Each upgrade was really compelling, although I'll admit I didn't value the health one at first. I was all, "well it lets me restart a level anyway so who cares about camp bonuses?" I learned the hard way when I kept being surprised my front guy was dead so quick...
But the large coverage arcs of range were so nice, and the fast kills from dmg... all very tempting.
I really needed some sound going on, so I loaded up some remix of the doom soundtrack in the background and it fit really well.
I so wished for an indicator on the marine that it was selected. A great many fights went very badly because I went into a downward spiral triggered by accidentally turning the wrong marine. Eventually I figured out that I shouldn't stab the number keys like I would for weapon switching in an FPS, and should just permanently park 1 finger per key and link the finger to the marine in my mind. After I found something that worked for me there, it really helped.
After playing for about an hour I managed to get to the gate at the end of level 5.
Watching your video playthrough, I learned a few things... Mainly that the tiny enemies are not an emergency, even if they are chomping on your dudes. I was probably overreacting to them. Seems better to set up for the larger enemies.
OK one more try, hang on...
Haha nope, still not getting past the gate on 5! Still too many marine-selection errors in the heat of the moment.
The stylized semi-abstract graphics were really effective and evoked a nice mood. The enemy attack animations and the blood splatters from death gave the circles a nice boost of feeling alive. The aim arcs, gunfire, and grenade explosions all fit well into the vibe.
But the highlight for me was the novel gameplay that had me thinking about to get out of getting my ass kicked... and saying ONE MORE GAME.
Really cool entry, great job!
Your insight into the upgrades and threat analysis of enemies gave me a ton of info into how I should present them. For the record, small enemy bites are 1% damage, exploding enemies are 10% when too close, and big guys are 30%. And only now do I understand how important it is to convey that since people probably overestimate the danger of the small guys like you said.
Good job
I actually had a lot of fun with this one. The mechanic is super unique, and is tricky enough to where I feel like I can get good with it with practice.
Only complaint I remember mentioning was some better indications of where I'm aiming, and who I'm currently controlling from a UI perspective. Other than that, I really like the core mechanic, and I can see myself coming back to this in the future!
I couldn't make it past level 4, but I liked that you could retry the level without having to restart from the beginning every time.
I think that the atmosphere and mood could greatly benefit from some ambient sound effects and some music, but since the graphical style is more tactical and less realistic, I feel that you can get away without sound effects.
Over all a really enjoyable entry, good job!!

Really neat overall, though I wish the current unit would be highlighted and the units could possibly show their number/hotkey or the UI could be closer to them. I also kept messing it up, possibly 'cause I expected them to be in the order of movement (so right to left).
Also the aim felt to slooooow. I get I was supposed to decide which area to cover, but it still felt a bit silly.
Feels like it really needs some sound and the time to move the aiming reticle is a bit slow (if that's intentional I would at least add some sort of visual indicator to show where it's moving towards).
Still it's really cool, hope you keep working on it and flesh it out some more!
Well done!