Groar by treeman
So this is a reverse bullet hell. It was (of course) harder than I had anticipated.
But something was made anyway!
Move around with W A S D and shoot with H J K L.
Linux version may depend on SFML and possibly other things... Oh and I also didn't get the audio to work, so ignore that.
But something was made anyway!
Move around with W A S D and shoot with H J K L.
Linux version may depend on SFML and possibly other things... Oh and I also didn't get the audio to work, so ignore that.
| Windows | https://s3-eu-west-1.amazonaws.com/jonashietala-files/groar.zip |
| Linux (64bit) | https://s3-eu-west-1.amazonaws.com/jonashietala-files/groar.tar.gz |
| Source | https://github.com/treeman/ld33 |
| Timelapse | https://www.youtube.com/watch?v=msRUwCWzPKA |
| Timelapse (main screen) | https://www.youtube.com/watch?v=cgk-oiEMYZk |
| Original URL | https://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=1895 |
Ratings
| Coolness | 62% | 3 |
| Overall | 2.97 | 607 |
| Fun | 2.87 | 575 |
| Graphics | 2.39 | 793 |
| Humor | 2.79 | 436 |
| Innovation | 3.10 | 402 |
| Mood | 2.36 | 793 |
| Theme | 3.52 | 377 |
And, as already been said, just spamming HJKL confuses the AI to go into corners and die
Spoiler alert: just get them into corner and shoot like a freak!
Strange aesthetic, but why not. Neat. Thank you ++
The graphics seem like placeholder graphics. If you were going for a handdrawn aesthetic, it didn't come across as such.
Overall, solid idea but the gameplay just isn't quite there. Maybe dedicate a bit more time to polish next time? Make sure to avoid any obvious strategies that break the game.
While I have changes I'd like to see, it's a bit hard to think about improvements for this game because a lot of the tools you could give to the player and challenges you could present to them would just turn it into a top-down bullet hell, which defeats the purpose. Better starting/instructions/closing functionality would be good, but that's all window dressing. It feels like either the player size is too big (which, since they're playing as a boss, is probably part of the point) or the gamespace is too small; it would be cool to be able to move around more. The attack options were great, but some of them weren't very worthwhile because they required you to stand in the way of attackers, which becomes more and more unfeasible at higher levels. It would be cool if there was some recurring way to increase health or restore health (other than beating a level), maybe without making it too powerup-y? The game could be changed so that the player played as all the individual mobs and/or bosses as you try to fight off a powerful group of enemy ships, but that seems less like an improvement and more like an overhaul headed in the direction of Dungeon Keeper.
All in all, I've never actually played a game like this, so I think that's good enough for me. This is one of the relatively few Ludum Dare games I've tested that seems like a complete work by itself -- even though it has flaws, it's an at-least-mostly-full product.
My only other more substantial criticism was regarding the AI. Most of the time, if I could get past the initial enemy blasting by shimmy-ing around, I was able to stand still and hold 'l' while the spaceships twiddled in place in the corners. Is there some weird design to their pathfinding or whatever that prompts them to do this? Because I noticed that they weren't always stuck like this forever, and that when I moved they moved with a variety of responses. I just found it particularly interesting, and was curious as to how it was implemented.