OVERCOME by Peace Of Cake Games
When you have the strength to stand up to your mental issues, all their fighting back does is delay the inevitable.

Control the unnamed protagonist on their somewhat short quest to overcome their anxiety and depression. It's kind of like a top-down shooter mixed with The Legend of Zelda: Ocarina of Time and some point n' click mechanics.
Content warning: strong language.
itch.io page password: OVERCOME_LD50
Ratings
| Overall | 388th | 3.3β | 22π§ββοΈ |
| Fun | 514th | 2.8β | 22π§ββοΈ |
| Innovation | 468th | 2.925β | 22π§ββοΈ |
| Theme | 412th | 3.4β | 22π§ββοΈ |
| Graphics | 465th | 3.05β | 22π§ββοΈ |
| Audio | 244th | 3.35β | 22π§ββοΈ |
| Mood | 112th | 3.7β | 22π§ββοΈ |
| Given | 17π³οΈ | 23π¨οΈ |
What were you going to put into those empty houses? Or were they supposed to be empty?
It doesn't help that that specific text plugin does not easily support any sort of character-specific spacing like kerning, using that text object at low resolutions unfortunately always results in a good chance of it being hard to read.
And also, sorry about the extreme length of the boss fight. π I accidentally set the boss to have 400 health points when 300 or 250 would have been better, on the plus side at least it means it makes getting zero damage a bit harder. Did anyone manage to finish the boss fight without getting hit a single time?
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@lucas-guimaraes I only bothered adding a health bar for the boss itself and not the player since you can technically take unlimited damage; the boss fight is designed so you'll always win (all it can do is delay the inevitable and all that) and you can try and get a good high score for least hits taken during the fight. Originally the boss fight didn't even have that health bar for the boss, I added that in with probably about 10 minutes left in the Compo since I realized the music speeding up as the boss gets weaker wasn't as good as having an actual health bar onscreen.
@rottenthunder997 I was thinking about adding a second phase to the boss fight, but as it is now I'm surprised the only phase of the boss fight even works at all. In the middle of making its randomized attacks there was a bug where it would stop moving randomly or glitch offscreen, I completely mutilated the code and then realized after making an absolute mess that the solution could have been fixed simply by making it so the boss couldn't do the same attack type twice (which was the intended behavior anyways).
Oh, and I was completely joking about the houses being supposed to have something in them, I could never think of what I wanted in the houses that didn't give you the blaster item. It would be a shame to have a background music I spent an entire 10 minutes making go to waste so I made a bunch of empty houses and joked about how I did literally nothing with them.
I overcame your virtual anxiety/depression, so I hope it'll somehow magically help you overcome the real ones. Good luck to you. These are strange times.
@lancival Yeah, I figured pretty much everyone would do depressing games or games you have to speedrun, the instant I saw the Theme Announcement my first thought was "uh oh, here come the depressing games". I told myself I absolutely would *not* make some death-related downer of a game.
@nethead Glad to hear some praise for the player looking towards the mouse, it took me an unnecessarily long amount of time to add because I kept typing in the angles wrong! π
I really enjoyed the game and really like to pickup the topic depression and to fight against for it.
Also the visuals are really Atari like sometimes but with a spooky mood - it matches totally.
Great work man.
Thank you for playing, and I'm glad you enjoyed the graphics! I really struggled with how I wanted the graphics to look at first, eventually I decided on that retro low-resolution black-and-white color scheme.
Like the above comments, I felt the text was a little eye straining; personally, I didn't care much about the inclusion of profanity, but that's MY personal opinion. The player goes behind houses but not the gun, though that's a minor nitpick; my game certainly has sorting problems itself. And for some reason I find the sound effect for defeating anxiety hilarious.
Yeah, the boss fight overstays it's welcome, but the music during that fight, I found particularly interesting. I swear it's gotta be changing dynamically as it goes on! And I got hit 19 times.
Very nice little experience. Great job!
I agree that the text's spacing is pretty annoying, once I get around to making a devlog there'll be a better explanation but basically since the screen resolution is so low (half the dimensions of a 16:9 ratio Nintendo Entertainment System) the font would either be poorly spaced like that or it would be impossible to read. Personally I'm pretty annoyed at how terrible character spacing like that was my only choice with such little time to make a game. I've already begun planning for a post-Compo extended version (with bug fixes and maybe an Android port and if I'm really that bored, voice acting), hopefully I should be able to find a workaround when I've got more than 2 days to make the game.
Whoops, sounds like I forgot to fix the gun versus houses glitch. π And you're correct, as the depression boss gets lower on health the music speeds up! When at full health the music is at normal speed, by the time the boss dies the music reaches double the original speed. Originally that was the only indication of the boss' health, luckily I had the sense to throw in a health bar last-minute.
When I started the game, I actually mistook that tutorial arrow as a guiding arrow telling me where I needed to go, so I started to make my loop around that whole area. I guess it ended up doing the same thing it was meant to do regardless because I managed to go through the game anyways.
As you already know, the boss HP is a bit much. Even 250 might be too much unless it's given more phases or firing patterns. I was actually happy I didn't take damage so I could park myself and slowly whittle it down over time. Otherwise, the overall design was fine because you could place yourself in between the 2 lines of fire to practice some shmup skills.
I thought the section in the lower right where you claw through the darkness was pretty good. I'm curious what you would do in the full version. You may be able to play with that as a full mechanic because it was pretty satisfying.
Great job on continuing to experiment with a variety of game styles!
Post-Compo I definitely want to add more phases to the boss fight to make it harder even with less health instead of the boss fight just being ridiculously long. Currently the boss' only attacks are to shoot in a slightly sweeping pattern, shoot at random angles across the middle area of the area, and to send bullets straight at the player to prevent the player from just sitting in one spot; it would be neat to have the boss move up and down to force the player from camping at the top and bottom edges of the screen, and perhaps add a rare hard-to-avoid ultimate attack.
I'm glad you liked the "clawing through the darkness" bit! My original plan was to have the game constantly create little "anxiety demons" that would chase the player and perhaps shoot projectiles that would annoy the player by bouncing them back a little bit, but the Compo's low time limit and not having much time to work on the game meant I had to be lazy and reuse the anxiety walls from earlier in the game.
Anyways, thank you for playing, and the very detailed feedback!
I like the chasing idea too!
- -- destroyer of
|o o | D E P R E S S I O N
- --
o || o and
|| , A N X I E T Y
\\__/
also, i too, thought the arrow pointing to the grave was a "go here" indicator... eventually i figured out mouse cursor was part of controls and it makes sense when you realize the description mentiona a point n' click mechanic but... well... egg on my face. i think it's the arrow image specifically; primes my brain for WASD-ing instead of mousing over.
the empty houses added a nice eerie factor but the boss fight felt kinda samey. i think a new attack pattern for under half health or something would spice up the inevitableness. other than that it's a short and sweet little game, t'was a journey, Wormy.
I also like how it looks like your opted to not kill the player at all, and instead track how many times they were hit by bullets. That was probably a good call in order to keep the momentum of the story and gameplay. :slight_smile:
I see you improving a *lot* with each new entry you submit to LD. Keep 'em comin'!
The sound effects complement the graphics very well. It feels good to overcome depression and anxiety, even if symbolically. Nice work!
@coleslaughter I'm glad you liked the music's increasing speed! I'm a big fan of when games have music that changes as you advance through a boss fight or get farther into a level (heck, Nintendo even does it in Mario Kart games as you go from selecting a driver to selecting a course to play).
Here's to hoping the next Ludum Dare entry is even better! All of my past Ludum Dare entries are almost laughable compared to what I can do in 48 hours when I do things I'm actually decent at such as chiptune music and pixel art. Improving my skills makes better games, but doing what I'm actually somewhat skilled at brings even more improvement.
@levidsmith That's a pretty good score you got on the boss fight, thank you for playing!
@schwede I believe that games that raise awareness about mental health problems definitely have the potential to improve and save lives. An anti-suicide game could help someone realize they do have reasons to live, a game about depression could encourage someone to seek professional help, etc.
@gamebuilder I'm glad you enjoyed the dark and edgy mood! It would seem that the Mood category appears to be my strong suit in Ludum Dare entries....