Bunker Björn by phantom-lab
Take your trusty laser rifle and strap into the boots of Björn the Bunkercrawler. Destroy enemy robots to find your way deeper and deeper into the old bunker complex of Wuhnsgrad. Until you can go no more.
* Use WASD or Left Stick to move. Use your mouse or Right Stick to look.
* Use LMB or Right Trigger to shoot.
* Use Spacebar or Left Trigger to jump.


| Link | https://gamekombinat.itch.io/bunker-bjoern |
| Original URL | https://ldjam.com/events/ludum-dare/48/bunker-bjorn |
Ratings
| Overall | 969th | 3.485⭐ | 35🧑⚖️ |
| Fun | 1067th | 3.242⭐ | 35🧑⚖️ |
| Innovation | 1606th | 2.667⭐ | 35🧑⚖️ |
| Theme | 1252th | 3.379⭐ | 35🧑⚖️ |
| Graphics | 627th | 3.909⭐ | 35🧑⚖️ |
| Mood | 959th | 3.47⭐ | 35🧑⚖️ |
| Given | 37🗳️ | 45🗨️ |

I can still shoot, but the screen is black and I can't move. Anyway, well done!
@acdia Thank you for playing as well! I only know of an issue that you will keep shooting when running into a door while still shooting. But this one is new. Good find :D
Забавная игра, спасибо! ^_^
@simpathey Thanks for playing! I agree. A map would have been great. Maybe one day, haha

If you'd like to watch again, you can find the highlight at https://www.twitch.tv/videos/1005053852
All the things I'm gonna say are pretty much aspects that could help the gameplay by simple adjustments of the interface.
* First, it's obvious: The camera is janky. I am aware that it's trying to snap to the player, not following it. This also causes the camera to glitch out in position trying to keep up with the player, which is inducing nausea.
* The camera is zoomed in too near. Even though it does help the sense of being alone here, it does not contribute to what you want, a shooter. If this was some resident evil sort of thing with limited ammo, it might help.
* Because it's too near the blur does not help with conveying of information here.
* The perspective is definitely favoring north, but that can be easily solved with zoom.
* Oh, a bug: The camera got stuck at Level 5 for me, which made the gameplay unplayable from that point onwards.
* The lack of enemies does make it boring.
* You're designing for two different things in terms of game design here...
* The rapid fire favors being gung-ho... which you need a lot of enemies for.
* However enemies are bulky and sparse, which encourages being careful.
I'm not gonna lie if I said the gameplay is not satisfying, that is for sure. However, how the game is presented and how it's laid out kinda goes against that. It definitely lacks direction since you're aiming for two different things. If you want to continue with this, the flashlight could be a powerful tool in conveying information.
Special thanks to @fiakaiera for that exceedingly in-depth feedback. I very much appreciate you taking the time to think about our project and writing up your thoughts in such detail. Should we have the possibility to work some more on the game we will absolutely take your feedback in :)
The gameplay itself is quite fun, the shooting is satisfying and im always a big fan of bloom. I think there should have been more enemies in general as sometimes it felt like I maybe came across 1/2 per level.
I think some of the later levels were slightly too expansive and sprawling for the amount of content in them, e.g. on level 6-7 it felt like I was walking for minutes without seeing much other than an enemy every so often - but the atmosphere was great and the aesthetics are good so I didn't mind haha. I was also a big fan of the radial health bars.
The tilt-shift / blur effect was a bit too much for me personally, I think with the foreground pipes layered on top with the blur and zoomed in camera, it gave me a bit of a headache. But the post processing and aesthetic in general looked good!
The line that shows you the path to the exit after kills took me to a dead-end on level 7, possibly a bug?
All in all I see the potential for an atmospheric shooter with beautiful layouts, it just needs a bit of extra work I think! Good job on the submission :)
Well done you guys!
As others before me suggested, I think the main thing to point out is a bit of a lack of variety. Adding collectable items, different weapons etc. to the game would be great.
Some more background sounds or music would also be nice!
The ambient audio fit nicely and the gun sfx were nice and punchy. Would be cool if there was more variety (maybe changing the music as you go deeper?) but I totally get it since it's a jam game.
Not sure if it's a bug or a feature, but it seemed like sometimes I killed an enemy and it would give me a line towards the exit. I kinda like it, so if it's not intentional, I'd say keep it. :stuck_out_tongue: If it is intentional: cool!
I appreciate having the difficulty ramp up as you go deeper, but would have been cooler if there was some additional motivation for continuing to play other than just "going deeper" (like upgrades and/or collectibles).
Overall, a really nice submission though!
@guitarbro yes the white line is intentional. The dungeons, should you get far enough without encountering a show stopping bug, would become crazy large and it wasn't really fun at that point running through, searching for the exit, without any major enemy encounters, as it were. I agree on the collectibles/upgrades. It would really have been nice. Shame we couldn't make it in time :c
@masterkrepta There was no motion blur. Ima assume you mean the blur on the bottom and top edge of the screen. Which was really too much. There is a post jam build that has this (and other visibility issues) addressed.