Shoot 'em Down by Pennycook

I wanted to try something a little bit different this time, so deliberately didn't make a puzzle or adventure game. I'm very happy with how it turned out, and I even had time to add in a story at the last minute. Phew.
Post-Jam Changes
Please note that the HTML5 version of the game on itch.io is the post-jam version. I couldn't find a good way to host more than one HTML5 version there, but the Windows and Linux builds are the originals.
Here is a list of things that have been updated so far, based on reviewer feedback:
- Consistent art style (including new scrolling background).
- Reduced player and bullet hit boxes.
- Adjusted firing rate of enemies to increase gaps between bullets.
Keyboard Controls
- Shoot: Space or Left Click
- Cancel: Escape
- Move: WASD
Known Bugs
- HTML5
- Exit option appears on the menu
- Windows
- The background scrolls too fast
- Linux
- None :laughing:
Tools
- Godot
- Aseprite
- GIMP
Attribution
This information is also in the in-game credits, but I’d like to draw extra attention to:
- Art by Jason Perry (http://timefantasy.net/) & Kenney (http://kenney.nl)
- Music by Eric Matyas (http://soundimage.org/)
| HTML5 (post-jam) | https://pennycook.itch.io/shoot-em-down |
| Link | https://pennycook.itch.io/shoot-em-down |
| Link | https://pennycook.itch.io/shoot-em-down |
| Original URL | https://ldjam.com/events/ludum-dare/48/shoot-em-down |
Ratings
| Overall | 1315th | 3.283⭐ | 25🧑⚖️ |
| Fun | 1481th | 2.935⭐ | 25🧑⚖️ |
| Innovation | 1802th | 2.37⭐ | 25🧑⚖️ |
| Theme | 1375th | 3.261⭐ | 25🧑⚖️ |
| Humor | 300th | 3.565⭐ | 25🧑⚖️ |
| Mood | 1595th | 2.848⭐ | 25🧑⚖️ |
| Given | 15🗳️ | 28🗨️ |
the game was great, got hard at parts but was still very fun
Good job!
I had to try a bunch of times to get past the first few enemies. It was basically a death sentence if you didn't kill all of the enemies.
Good job!
I had a couple of notes - firstly, it seems that the ship moves slower when going diagonally than left and right. I've had that problem with movement myself in the past... It does add another element to gameplay in that it makes sense to move horizontally and work out the best order in which to destroy ships - but I'd rather be able to dance about all over the place! Second, I think the collision boxes are a bit on the big side! Third, the bullets are so close together that it doesn't seem possible to dodge them. This may be by design, but I think it reduces your options.
Still, lots of fun and very difficult.
I'm not sure what to do with the diagonal movement... I put that in on purpose, based on something I've done for top-down RPGs in the past. It might be that limiting diagonal movement for walking makes sense (you can't walk faster by changing direction, after all), but that a ship wouldn't have the same restrictions. I'll play with it and see what feels most natural.
Thanks again to everybody for the great feedback!
The post-jam version is much more forgiving, and I think a lot more fun... I'll post an update here when I've figured out a good way to host both versions on itch.io.
As for the difficulty of later sections... I haven't tested them much myself (because it's so hard to reach them :laughing:) and eventually the waves start appearing in a random order. It's entirely possible that some of the later waves are impossible.