Unstable Atoms by Harmadillo
Keep your unstable atom alive while destroying and feeding off other atoms.
Change log(compo version) * Bugfix: Fixed music not looping. * Bugfix: Fixed score not resetting on new game. * Bugfix: Fixed player atom not resetting on new game.
| Link | https://github.com/harmadillotw/LD49-Unstable-Atoms.git |
| Link | https://harmadillo.itch.io/unstable-atoms |
| Original URL | https://ldjam.com/events/ludum-dare/49/unstable-atoms-1 |
Ratings
| Overall | 548th | 2.148⭐ | 29🧑⚖️ |
| Fun | 552th | 1.769⭐ | 28🧑⚖️ |
| Innovation | 470th | 2.769⭐ | 28🧑⚖️ |
| Theme | 352th | 3.346⭐ | 28🧑⚖️ |
| Graphics | 534th | 1.981⭐ | 29🧑⚖️ |
| Audio | 417th | 2.019⭐ | 28🧑⚖️ |
| Humor | 425th | 1.558⭐ | 28🧑⚖️ |
| Mood | 493th | 2.019⭐ | 28🧑⚖️ |
| Given | 28🗳️ | 30🗨️ |
Taking over other atoms and moving to another map saves you if you are unstable. I think the take over mechanic should not be so powerful and as unstable you should not be able to leave the map. Then the enemies could be slowed down and you could be given more time before you die if unstable.
The idea of unstable atoms firing electrons is neat, but the gameplay needs some polish. My main thought after playing is that the main problem in the game is its difficulty and balance.
Other bug I noticed: the score does not reset between 2 games. That's the only reason why I managed to reach 200 points :p
The music was ok, but did you forget to make it loop?
There is something here. Maybe add some simple aimming?
The music and audio are also painfully loud (literally) but I really appreciate that I'm able to lower the volume! I dropped both SFX and music down to 1.
But I can somewhat understand why electrons and gamma rays are flying everywhere, since that is central to the physics and as well as the theme. So I guess, fine-tune, but still maintain that essence?
I am not sure if the aiming works well. I try to aim at a direction and shoot, but my electron seems to launch at a completely different direction. This is also adds to why I feel like I don't have much control over the game. I ended up walking to higher levels and trying to take over stronger atoms.
While there is a good attempt to tie the game mechanics with physics, I don't think it fits 100%. For instance, why you can pop protons, neutrons and electrons, and why that allows you to "transfer", whatever transfer means in the context of physics. However, it is understandable that the game mechanics do not fully adhere to the current understanding of the laws of physics since the game still needs to be a game.
Still, the connections that the game mechanics make with physics, like larger atoms needing more electrons to kill, is very creative.
I do appreciate the visual feedback. Like when you are running low on electrons, you flash red, and when you have too many, you flash green. Perhaps there could be more feedback, like camera shake, music changes (like when your Pokemon has low HP in the games).
Considering that this is a compo, what you made is very impressive. Keep it up!
Sprites are way too similar,it's confusing. :)