Oh No My Trophy by zimny11
Description:
The whole world wants to take away your precious trophies. You may not have a chance to win, but you won't give up without a fight. Use traditional tools to get rid of uninvited guests, such as:
Car Wheel Pump,
Lava Spray,
Liquid Hydrogen,
and an Acid Rain Can.
Fight to enjoy your trophies as long as possible.
The game ends when there is only one trophy left on the ground.
* Control:*
Action - Mouse
M key - mute music
S key - mute sounds
Tools:
Game: Godot 3.2
Music: Bosca Ceoil
Sound Effects: Recordings from my phone
Sprites: Piskel Online
Font: BitFontMaker2 Online
If you want to, write your best score in comments, go ahead :)
HIGHSCORE
- rubixnoob13.....684
- morricore.....682
- diccuric-sigeon.....670
- lcstark.....661
- simon-rahnasto.....658
Hi everyone! This is my 5th attempt at Ludum Dare Compo. I've had a hard time with that. The gameplay didn't turn out as interesting as it seemed to me at first, but I can't really complain. Sorry for the music, I was making it at the very end at 1am, 2 hours before Compo finished. I added mute buttons, just in case :)
EDIT
Known issues:
Numbers on the weapons are in the wrong order. Of course, it should go: 1, 2, 3 and 4.
Collision with the mouse is sometimes not properly detected.
Additional notes:
Player do not have to click to hit enemies with the first weapon.
You get one point per every trophy on the ground, so protecting more trophies for longer gives you a better score.


Ratings
| Overall | 195th | 3.635⭐ | 102🧑⚖️ |
| Fun | 213th | 3.556⭐ | 100🧑⚖️ |
| Innovation | 209th | 3.551⭐ | 101🧑⚖️ |
| Theme | 187th | 3.864⭐ | 101🧑⚖️ |
| Graphics | 312th | 3.445⭐ | 102🧑⚖️ |
| Audio | 294th | 3.219⭐ | 100🧑⚖️ |
| Humor | 147th | 3.425⭐ | 95🧑⚖️ |
| Mood | 305th | 3.25⭐ | 96🧑⚖️ |
| Given | 367🗳️ | 432🗨️ |
Highest score I managed to get was 511 
@anonymouspanda Thanks for taking your time to play my game!
@spitzy Thanks! Nice high score.
@d00kl1 Oh, that is a great idea! Why I did not think about a boss fight. Thanks!
@reneantunes Happy to hear you like it. Thank you for stopping by to play my game!
Agree that the tutorial screen was a bit much, but it makes sense if you go through it -- blue guys destroy acid and lava, etc. I was expecting acid and lava to last longer and be more semi-permanent defenses -- since they got destroyed so quickly, I didn't see much point to them over the pump weapon. Also agree that a boss enemy would be pretty cool.
Good work!
Music is pretty good.
Good job!
@sharploaded Nice highscore! I completely agree with losing condition. The problems that I was not able to solve with that, if there is only one trophy left on the screen:
- player gains score based on number of trophies on the ground, so having one trophy left does next to nothing for the score,
- it is really easy to defend last trophy, and I wanted for the end to be inevitable with the spirit of the theme.
I should have spent more time on this one.
Thank you for playing and for the feedback!
Also the keys on top showed as 1, 2, 4, 3 for me, but I still needed to press 4 for the 4th item.
All in all decently fun, with some nice polish.
EDIT: Oh and it wasn't clear to me at first I could just move the mouse instead of click.
Took me a while to realise the pump worked on proximity, not by clicking.
I like the depth with the different tools and enemy types, it had a nice progression to it
Edit: High score - 627
@itskdog Thank you for stopping by to play my game :)
@captaincarrot I'm glad to hear that. Thank you!
@justuspan Trying to defend as many trophies as possible is a way to go, since score is added based on number of trophies on the ground. Thank you for playing and commenting!
@nathanoc I like constructive criticism, so I'm thankful for it! I'm not too happy with how the gameplay turn out myself, so all suggestions are welcome (the color suggestion in great). That is really nice high score! And thank you for your kinds words.
@munkkeli Happy to hear you like the animation. I'm not good at animating, so it was really hard for me to create a decent running animation, and I wanted to get it right, since it was the thing the player would see through most of the time. My first idea was to go with harder and harder levels that would introduce new weapons and enemies, but you guess it correctly, time was an issue :) You can even find some leftovers from my plans in the source files, like: sprite of next weapon - bear traps and walls that supposed to be obstacles to the enemies. Thank you for playing!
@cogcomp Thanks for playing and for your kinds words.
@stuntcomposer Thanks! I'm glad you like it.
@oxnh I'm happy to hear that you like it. I always try my best to match the theme. Thanks!
@alexhoratio I'm glad to hear you had fun. Thank you!
Making complex game mechanics easily understandable is a very difficult task especially for a game jam, though, so... still, nice work! :)
It escalates quite quickly from I dont need any sprays, to spraying all over and hoping you dont dissolve any trophies, which was fun. I also appreciated that there was some strategy in letting people move the trophies away from the edge and not killing them instantly. I loved all the visual effects, and it was cool to have a diverse array of enemies. Very nicely done, I had a great time.
@jasontherand Nice score! Thanks for your kinds words. It always makes me really happy to hear that someone liked my game :)

@payaosito Happy to hear that. The tutorial could have been better, more condensed. Thanks for stopping by to play!
Also here is my score:

I like the art. The game feels good to play and I like the unique weapons.
Good job!
No worries I’ll rate the game on the good game and not my skills :v:
I really liked the intensity of the game. It starts to get wild as all those little guys are running everywhere stealing trophies and your attention is being pulled in so many directions. The music and sound effects were great. Not distracting over overly intense when the action started to ramp up. Overall an awesome game! Really enjoyed it! Congrats!
@the3rdhunter The levels and slow introduction of enemies and weapons was in my plans, but I scrap it pretty quickly, as you can suspect, due to time. I am happy to hear you liked the music. I have no musical background, so I'm just trying different sounds arrangement in Bosca Ceoil until it is suitable to listen. Thank you for playing and your kind words :)
@frib Thanks for feedback. That is a crazy high score, well done. And thank you for stopping by to play my game!

I'm a big fan of score-attack games, and this is a great one. It was a lot of fun trying to figure out an optimal strategy. In the beginning I would only focus on defending the middle and ignoring the harder to defend "outer-trophies". This made me survive longer, but I gained less score since I had fewer trophies. When I managed my above score I defended all trophies, and saved most of my more powerful abilities until I was past 500.
It's insane that this is a compo game; the visuals, audio and variety is superb.
I think you did a great job at explaining all the mechanics with pictures, instead of a wall of text. If anyone feels confused and overwhelmed, just play the game once or twice, then look at the picture. I promise it makes perfect sense then!
I wish, I had more time to add more stuff to the game and balanced it better, but oh well... Thank you one more time for taking your time to play my game and for commenting :)
Nothing to brag about :P
The game was fun, the music was suitable and it got really intense later. Amazing level of polish for a compo, a solid entry. Great job!
i like this tutorial
Good stuff :8ball:
Good job :slight_smile:
works pretty well
the system where you have to mouseover the npcs several times is a bit odd to me
also the screen with all the possible combinations on-screen at the start is way too dense imo ^^# id advice for you to try'n break it up into several tutorials spread over time in your next game - bite sizes :)
i'd argue it gets a bit repetitive
still it works well and it's pretty entertaining
gg, keep it up :)

I also *think* I might have gotten a new high score of 684 based on what I see in the game description at least. :smile:

Well done!
Like the music too, giving a good vibe but a bit stressful at the same time :)
@kosmosael Thanks! I'm glad to hear you like it.
The tip on not needing to click with the first weapon made the game a lot more enjoyable, so I would make it stand out more in the description (e.g. moving it up higher).
The music fit the game well, and the animations are satisfying.
Highscore: 572
That said, I think the balancing with AI was just right, and I still had a lot of fun! Really impressive that you were able to make all this while in the compo- I participated in it too and made something maybe half as good as yours :sweat_smile: Good job!
@sawyer Thanks! I'm happy you like animation. It was my first time trying to animated something running, and it turns out way harder that I expected, but since that was something player would see all the time, I wanted to get it right :)
@lletzgogames I never played Dig Dug, but the idea was based on the mini-game "The Settlers: Smack A Thief". Dzięki :)
@mmason Thank you!
@naali Thanks for playing! There was an idea for different levels with walls and slow introduction of different weapons and enemies types, but it was scraped due to time limitation.
I like the theme interpretation a lot, game works without any problems, cool graphics and sound :)
I think that's the most terrifying tutorial page ever, still pretty cool.
I see a lot of comments asking for a slower ramp to the weapon system, but I honestly found myself not really getting all the weapons. My first run I only got blue, and my second run I didn't see any green, could have been just me missing pickups but things got more fun when I got lava for the second run.