Spin On by Hruhf

[raw]
made by Hruhf for Ludum Dare 48 (COMPO)

How many suits deep does it go? https://youtu.be/qY7PggyZcAs

Post Compo Bugfix 1

Changes: - Player missile drills will never miss, and travel much faster. - Antis now explode immediately when killed, instead of after the death animation. - Made anti death explosions more noticeable. - Antis now decrement their counter immediately when killed, instead of after the death animation. - Added basic pause menu.

Description

A simple game inspired by a certain heaven piercing show.
Fly your mech suit around to defend your next mech suit while it's being built.
Once it's built, hop on in the head to pilot it with your current mech suit.
How many mechs deep can you get? (there aren't actually that many distinct depths so shh)

2021-04-26 05-31-20.mp4<em>snapshot</em>00.12<em>[2021.04.26</em>06.30.34].jpg

How to play

  • Alt+F4 -> Quit (sorry)
  • Alt+Enter -> Fullscreen/Windowed
  • WASD -> Horizontal Movement
  • Space -> Upwards Movement
  • Ctrl -> Downwards Movement
  • LMB -> Fire at target (Mash, or hold, hold speed increases by depth)
  • RMB -> Drill form
    • (Drill is unlocked at depth 4)

2021-04-26 05-31-20.mp4<em>snapshot</em>04.00<em>[2021.04.26</em>06.31.32].jpg

Goal

  • Stay near the next mech suit to imbue it with energy to materialize it.
  • Enemy 'anti's will slow or even reverse the charging when nearby.
  • When the suit is charged, enter its head.

Tips and Other Unclear Mechanics

This game can be very difficult, so if you're having trouble: - Mashing the shoot buttons is better for the first few depths. - After a few depths, the auto fire is fast enough to not require mashing (unless you're real good) - It takes 10 hits for you to die, this number goes up the deeper you get. - On death you will eject from your suit, and go down a depth. - All antis will stay 'alive' waiting for you to go back up to their depths so stay alert. - They are harmless to you at the lower depth though. - Antis take 10 hits to die. - When killed, antis will spiral out of control for a few seconds before detonating. - During this time, they will not fire at you nor inhibit your progress. - They still appear in the number at the top until detonation. (Bug) - Antis spawn every 10s - The number that spawn ranges from 1 to your depth. So depth 5 could have up to 5 spawn each wave. - Antis accelerate directly towards you (with a bit of leading). - Fewer antis spawn on boss stages. (e.g. depth 6) - The boss is not killed by depth change, so stay alert. (Yes this is a bug shh) - Missiles try to lead their target in a funny way. - Moving around erratically is an easy way to dodge missiles - Similarly, missiles will take a while to hit an anti due to this leading shenanigans. - Getting the anti to turn or collide with something is a quicker way to get them hit. - Drill form will destroy all objects around you at the cost of the drill meter. - The drill meter will be shown in blue at the bottom around your health. - Antis inhibit your progress proportional to their health. - 10 antis at 10% will inhibit at the same rate as 1 at 100%. - Like you, antis only affect the charging when near the next suit. - It takes a large number of antis to entirely stop your charging. - You will likely be overwhelmed by other things at this point. - If your charge meter becomes purple, your charge is going down.

Every mech suit is slightly better than the previous. No this game hasn't had its difficulty adjusted. Yes it's very buggy.

Misc

First time trying Ludum hard mode. What an absolute mess of poor planning it has been.
This ended up not how I wanted and full of bugs, but hey whatever, the experience was great.
My conventions started going out the window near the end too.
I just need to catch up on sleep for the next 3 years now.

Tools Used

  • Unreal Engine (Mainly Blueprint for speed)
  • Audacity (+sfxr)
  • Photoshop
  • Blender

Ratings

Overall 404th 3.518⭐ 30🧑‍⚖️
Fun 365th 3.464⭐ 30🧑‍⚖️
Innovation 329th 3.446⭐ 30🧑‍⚖️
Theme 699th 3.107⭐ 30🧑‍⚖️
Graphics 252th 3.75⭐ 30🧑‍⚖️
Audio 448th 3.135⭐ 28🧑‍⚖️
Humor 437th 2.5⭐ 25🧑‍⚖️
Mood 635th 2.942⭐ 28🧑‍⚖️
Given 36🗳️ 36🗨️

Feedback

Erik Bermudez
25. Apr 2021 · 23:06 UTC
Wow dude! For a compo game this is so pretty and interesting! The take is also a little different then what I thought. I particularly enjoyed just flying around and the movement. Very nice entry.
RuslanCH
26. Apr 2021 · 08:06 UTC
good
Lorwon
26. Apr 2021 · 10:11 UTC
Nice entry for the compo ! the gameplay is cool and the movements fell great (even if my pc is potato :D). Good job :)
nigeynige
26. Apr 2021 · 10:30 UTC
This game is bastard hard and I don't think I managed to kill a single anti, but the movement felt so good and the concept so cool that I just kept playing - great job!
🎤 Hruhf
26. Apr 2021 · 12:56 UTC
Thanks all for your comments! I'm glad everyone likes the movement, I'm pretty happy with it.
@erik-bermudez - Thank-you! I felt everyone would go the dig deeper route so I went the opposite.
@lorwon - Hopefully it was still playable, I didn't have time to add a settings menu. It's possible to change the graphics settings in the ini files, but it's pretty hidden away.
@nigeynige - Yeeeeah it's pretty hard, I'm sure you managed to kill a few, it's just not shown particularly well. I've updated the post with some tips for playing to try and make it easier for everyone.
Chensu
27. Apr 2021 · 01:35 UTC
Love the graphic
VeryGenuineCraze
27. Apr 2021 · 07:51 UTC
Good game !
The controls are on point and the flying system feels good.
The fire system is a bit clunky, sometimes it touchs the ennemy and sometimes it follows him for a long time.
Nice Work !
digitaldude555
27. Apr 2021 · 11:22 UTC
Good job, I like the robot design, like the sounds, gameplay it was okay, I would have liked if the enemies were easier to destroy its unsatisfying when you fire 10 missles at something and its still there, after a while there were too many ships for me to handle. Anyway good job, this was also my first compo after doing the jam for 12 entries straight, it really is a completely different game dev experience.
🎤 Hruhf
27. Apr 2021 · 11:41 UTC
@verygenuinecraze @digitaldude555 Thank-you for the feedback, the missiles are indeed one aspect I wasn't happy with, the enemy missiles are re-coloured player missiles so it was difficult to balance.
In hindsight I should have just sucked it up and made them two distinct objects, as well as making it more gratifying when you destroyed an enemy, instead of the slow delayed death animation.
Mehul
28. Apr 2021 · 06:14 UTC
I love gurren lagann, and this was a great adaptaion of that shows premise into the theme. Absolutely killed it!
MaximBegunov
28. Apr 2021 · 07:46 UTC
Great idea and implementation of the theme. It was fun flying and shooting missiles faster and faster. When the suit upgraded it was satisfying to have a moment of "victory break". Though at depth 4 I think where the enemies became spawning like crazy it started lagging and I couldn't outkill them. Good job. Kamina would be proud.
🎤 Hruhf
28. Apr 2021 · 10:11 UTC
@mehul @maximbegunov Hahaha, thank you, I was wondering how long it would take for someone to mention the show.

I agree that it's pretty easy to be overwhelmed and be stuck in a losing spiral, and there's no real way of getting out. It probably would have been better to unlock the drill earlier as it's a very effective way of clearing large groups, and at the moment, it's very hard to get to the depth where you unlock it.
LDJam user 242787
29. Apr 2021 · 00:49 UTC
I liked the mechanics of this game. It was a bit harsh at times, but the integration of the theme was well done. Nice
ROBOWARRIOR1982
29. Apr 2021 · 17:56 UTC
The game is beautiful, the control of the mecha is good, this is an like an arena shooter. There is a lot of effect, but we don't really understand when we hit the ennemy(maybe speed up the rockets and put bigger explosion), and the explosion when he die is not satisfacting (bigger its better its). For a good shoothem up you need to put weak ennemys which explose in one or two hit, and huge ennemys more resisting. That's more fun, this is a really impressive game for a compo game. You made a great work but you can render this more fun and addictive.
José Bonilla
30. Apr 2021 · 15:41 UTC
Hi, it's a great idea and I the graphics are good. I think the controls and physics variables need some tweaking to feel right. Also the difficulty is obviously in need of tuning, as you stated. For a compo game this is great. Congrats for submitting!
Copito
01. May 2021 · 13:01 UTC
this is a cool and unique idea i like the way the different stages leave some enemies around in the sky when you level down. Like others i felt the mechanic of putting the player into an endless loosing spiral could use some work, i also felt the shooting could have been improved perhaps by something like the halflife rocket launcher where you can fire without locking on but the rockets will move towards whatever you're targeting after firing so the player would still get feedback when shooting but you'd maintain the difficulty.
🎤 Hruhf
01. May 2021 · 14:53 UTC
@matterlinx @jose-bonilla Thank-you for your wonderful feedback.
@robowarrior1982 Wow, I don't know how I didn't even consider adding weaker enemies ahaha, thank you! Yeah, the enemy death explosion is pretty pathetic and miss-able.
@copito That's a great idea! This along with making the enemy deaths more obvious could be interesting. Thank-you!
mahalis
04. May 2021 · 14:45 UTC
Really impressive! Unique take on the theme, and for the most part everything works well. I did wish I had some kind of aim-able weapon—it felt like the missiles weren’t doing enough even though I was spamming the fire button constantly. Made it up to level 3 twice and got knocked down again twice, at which point I gave up. The scale changes were neat—it felt like nothing much was changing for the first level or two, but by the time my impending mech was standing astride a planet I had a much clearer idea. Curious what the subsequent levels were—one planet per foot? A star? :smile: Great work.
🎤 Hruhf
05. May 2021 · 10:34 UTC
@mahalis Thank you! Yeah the first two scale changes hardly change much since it goes from lots of dirt to lots of dirt. It would have been nice to add rocks, mountains or trees to help but alas I did not.
And yes, it does keep getting more absurd after planet.
🎤 Hruhf
05. May 2021 · 10:42 UTC
Hey guys, I've uploaded a few fixes to a couple of the more major issues, this should make the game much easier.
Also there's a Linux build available now.
## Post Compo Bugfix 1
Changes:
- Player missile drills will never miss, and travel much faster.
- Antis now explode immediately when killed, instead of after the death animation.
- Made anti death explosions more noticeable.
- Antis now decrement their counter immediately when killed, instead of after the death animation.
- Added basic pause menu.
DragonZBW
09. May 2021 · 00:04 UTC
Couldn't figure out what the + and - numbers at the top meant, also not being able to fire unless I was looking at an anti directly was sort of annoying - at least I think that's what was happening... the fire rate wasn't very well-indicated so I'm not sure. I love the TTGL homage though, and the controls feel quite nice. Killing antis was a little hard for me, I ended up with like 50 of em on the second stage and couldn't cull their numbers at all.
🎤 Hruhf
10. May 2021 · 13:39 UTC
@dragonzbw Thanks for giving it a shot! In order to fire, were you holding the button or repeatedly clicking it? I didn't put any indication for fire rate as you fire as quickly as you can click, with holding intended to be a backup. You do need to be looking roughly at an enemy to lock on though.
Though for ergonomics sake, maybe I should up the depth 0 hold fire rate to be faster.
The + and - indicators are for objects larger and smaller than you, but that system didn't get fleshed out.
LJFMX
11. May 2021 · 21:46 UTC
Very impressive submission. Nice graphics and the controls are nice and responsive. The only gripe I have with it (same as others have mentioned) is the enemies not blowing up. This game would be amazing if enemies were just a tad more satisfying to blow up. Great game though, my type of game as I love the "relax and just shoot things".
Elvendan
15. May 2021 · 11:13 UTC
Smooth controls and nice idea in general.
I found this game pretty challenging. Great entry, nice job on sound design!