Spin On by Hruhf
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](/game/img?e=LD48&gid=77293&u=raw/0d6/c3/z/3c548.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](/game/img?e=LD48&gid=77293&u=raw/0d6/c3/z/3c550.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
| Link | https://hruhf.itch.io/spin-on |
| Link | https://hruhf.itch.io/spin-on |
| Link | https://hruhf.itch.io/spin-on |
| Original URL | https://ldjam.com/events/ludum-dare/48/spin-on |
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🗨️ |
@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.
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 !
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.
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.
@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!
And yes, it does keep getting more absurd after planet.
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.
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.
I found this game pretty challenging. Great entry, nice job on sound design!