Rifthoppers by Kimberly
We want your feedback for the game's full release!
https://discord.gg/azHCpkCm5q
We're releasing a new version of the game each week until it's done! Feel free to join and see dev discussion, make suggestions, or give feedback on our new web build! :slight_smile:
Description
Play as Bear as he travels through a Rift in space to help the Professor drain it for power, and fight through hordes of eldritch creatures to keep the Rift from closing.
Collect the Orbs to stabilize the Rift, and kill creatures to gain Power. With enough Power collected, the Professor will send you a hand of his many Level-Upgrade cards, which will help you survive longer.
Controls
WASD to move.
Press and Hold LMB to shoot repeatedly.
Press RMB to roar at the cost of Power.
Shooting slows your Movement, and Movement slows your Shooting.
Screenshots

Future plans
We have decided to develop this out into a full release!
The game was definitely lacking in some aspects; not enough VFX/SFX feedback; no tutorial; enemy speed balance; interruptive upgrades that were easy to miss-click; the list goes on. No-one to blame but a super tight development schedule. Girl's got to eat and sleep, too, you know?
Nevertheless, a lot of players seemed to really enjoy this, but we're struggling to find a good way to keep a game like this fresh and replayable long-term. We want to revise the upgrade system, add more characters, a character select, different enemies, bosses, a story, etc. A lot of those were your suggestions!
Since those suggestions have been so helpful, we’ve decided to open our development server to the public. We intend to release weekly WebGL builds to show off our progress, and get direct feedback from whoever is interested in following our journey. We’re looking for YOUR ideas, criticism and suggestions! Anything that’ll help make our game more fun, but importantly also fresh for a long amount of time. We want our game to be fun, but also stay fun. Getting a lot of opinions together, especially of my fellow devs, will definitely help us achieve that. We’re eager to meet you!
https://discord.gg/azHCpkCm5q
| Link | https://kaircha.itch.io/rifthoppers |
| Original URL | https://ldjam.com/events/ludum-dare/50/rifthoppers |
Ratings
| Overall | 208th | 3.936⭐ | 41🧑⚖️ |
| Fun | 78th | 4.092⭐ | 40🧑⚖️ |
| Innovation | 1052th | 2.895⭐ | 40🧑⚖️ |
| Theme | 778th | 3.579⭐ | 40🧑⚖️ |
| Graphics | 469th | 3.921⭐ | 40🧑⚖️ |
| Audio | 367th | 3.649⭐ | 39🧑⚖️ |
| Humor | 741th | 2.857⭐ | 37🧑⚖️ |
| Mood | 506th | 3.658⭐ | 40🧑⚖️ |
| Given | 23🗳️ | 34🗨️ |
Since you got the same upgrades every time, the combination felt a bit samey on future runs -- it would be cool if there was some variation there, maybe you could only get certain upgrades on certain runs, or big unique upgrades you could choose between every X levels, or something like that.
The upgrades were fun, though! I kept clicking "reopen the rift" to keep playing with them :-)
@$162477 Have you tried holding down the left mouse button?
The main thing holding us back right now is that the Leveling system is super fun, but it interrupts gameplay pretty badly. We also aren't sure how to keep this game fresh for more and more play-throughs, other than just unlocking new upgrades/characters. Definitely want to juice this game to the max, adding little collision animations and sounds, more little knockback effects, all that good stuff.
If there's actually serious interest in a full release, I'd really appreciate having a little group to get more feedback and ideas from. Might have to convert our little dev server to a public one :slight_smile:
https://discord.gg/azHCpkCm5q
Liked the game and I think it is also ver polished.
I think this has potential, would love to see some interaction with the darkness around (shrinking, effects while inside of it, etc.)
Chainsaw Cheerz!
One thing, the smol aliens can get too close and be behind the gun. So they damage you and when you attack, you shoot right over them. And sometimes the cards appear too quickly, maybe some kind of animation or confirm button?
But that's just a minor thing, the game is great as is!
The cards are helpful to get better in each round. I agree @tosmaster with the idea of a confirm button or animation.
All in all: Great job! I had lots of fun.
2. Green little bulbs are killing me
3. Upgrades are randomly poked (causes sadness)
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Fresh, delicious, interesting and dynamic. What was missing was a deeper involvement in the jam theme.
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All the creators did a great job! Hug them who are nearby! ahhah
Overall pretty great. Music was spot on with a fast paced tempo of the game. There are definitely couple of ways to build your character, surely some are better than others, but there is fun choosing your build. Some are more risky, some more safe, some straight will almost kill you, but that's good thing. You learn the game, take risk, die fast and try again. Great job :muscle:
Pierce as much as possible, then fork once, then chain.
Also, yeah. Vampire Survivors, but also just the Twin-stick shooter genre in general.
I really wish I could've added more cards and monster variations and all that to keep higher levels interesting. Level 11 seems to be at the breaking point where monsters get faster than the player and it becomes overwhelming. In hindsight, it would've been smart to make the player character's speed also scale like the monsters. We'll probably find a different solution altogether if we are to do a full release.
The music's decent, and I think you all already know that sound effects could spice up the experience. Though there could probably have been 1 or 2 more enemy types. I can't really think of anything else, but there's a lot of ideas that a game like this can have; I may not follow the development, but there may be some real gold hiding in this.
Great work, and best of luck with the full version!
The upgrade cards were just an idea to add a lot of chaos to the game, which tends to be pretty fun. We've considered either making the options more interesting through increased variety and a deck-builder system. Although since they are also pretty disruptive to gameplay, we might have to theorize a different way altogether. If you happen to have an idea for that, let us know!
First of all I can't help myself commenting what I love about what you've already got. The music is DOPE (seriously I'm tempted to just extract the mp3 and save it), the art style is exactly the kind I prefer, and the game loop is really fun. The upgrades seem well considered and interesting. I noticed a bunch of polish like the subtle light that always points to the rift orb you need to collect. I'm a real sucker for time dilation effects too.
I think to briefly sum up what's missing from the jam version of your game, here's a link to a 44 minute youtube video: [the art of screenshake](https://www.youtube.com/watch?v=AJdEqssNZ-U).
lol. Just kidding. Unless...? Actually I do think it's practically essential that you watch it, because everything it talks about applies to your game as well. Sound effects, recoil, screenshake, give enemies some kind of death effects rather than instantaneously disappearing, etc etc. Each one of those is going to make your game more fun to play, and the sum of doing a lot of them is going to make a gigantic difference. Thinking about it, I'm actually surprised at how fun your game is _despite_ missing so many of those specific details (my best guess is that you have enough of them, like enemies getting knocked back by bullets, but maybe most of all the badass music is doing a whole lot of work here!!). Though I hear you, letting the programmer eat and sleep is important too. :) Communication-wise, it took me maybe two deaths before I figured out what the game actually wanted from me, until then I thought the grayscale/slowdown was just me dying from low HP. Also on communication I didn't read the game description until after I played so I didn't realize I could roar - making that evident in the HUD would have clued me in that I was missing part of the game mechanics (although.. thinking back, I did see an upgrade card for roars but didn't know what to make of it).
For a full game, I think the key is having multiple level layouts -- maybe even double down on that, making it into more of an adventure game, rather than an arena battler? That would get you beyond just "delaying the inevitable". After all, I think probably the most important part of an interesting game is having the player learn some new game mechanics, then challenge them with a bunch of different curated scenarios and variations that each test that they really "get" it. Then repeat. Some other smaller ideas: Have different weapon/bullet effects look visually different, and maybe allow switching between weapons or characters. Similarly have different enemies be more distinct (maybe some enemies explode on death, others hover around the rift orbs, that kind of thing). Boss fights. I feel like the rift could be more intrusive as you get closer to running out of power - maybe touching the edge of the stage immediately kills you, and the rift shrinks (in some sort of interesting way) as you get closer to losing your power. Multiplayer obviously!
The game that this most closely evokes for me is Nuclear Throne, so you might want to check that out both for inspiration, but also to make sure your game is clearly different from it.
Anyway thanks for the really fun game, and the unusual writing prompt! I focused on suggestions and critique since that seems to be what you're looking for... you already know you've got a gem here. :) Best of luck turning this into a real game, be sure to @ me when I can wishlist it on Steam :D
Multiple layouts/characters; From the start we already wanted a sort of hub world with a character select and this big rift portal in the middle; The professor's laboratory. Sort of in a Gungeon style, where the character can already run around once chosen. Then a story of sorts with progression and unlocks based on challenges.
Boss fights? Totally awesome, definitely thinking about that. So far my only inspiration is some sort of big worm, inspired by Terraria, which travels from one end of the map's edge to another. Definitely going to need to make the map scale in size for that, though.
Multiplayer. Oh boy do I have something fun for you. Totally already got plans for that :stuck_out_tongue:

Oh, and about the music. Our composer was actually in the process of moving, so he didn't have all of his gear available to him. When it arrives, we'll totally be getting a remaster and much more. At that point, I'll happily provide a soundcloud link, or even just a direct download if you join our server :wink:
Jokes aside. All of what I've mentioned here is pretty cool, although also massive scope creep. We're hoping to do a weekly web build and share it around for people to give direct feedback to. Hopefully that'll keep us in-line, haha
I would imagine some kind of story based campaign that show off the characters' personalities and play through different maps with more and more obstacles could be pretty fun together with the "arcade mode". I could also see people sinking a ton of time into the game to get into leaderboards. Co-op would also be fun.
Some people like hunting for achievements in repayable games like these, so that could add to the list of "things to do". I think some kind of progression would also be important. Best of luck with the project! Would be cool to see it on Steam someday :wink:

(A copy of our Trello)
The visuals and background music were great, and I really enjoyed the talent system. I would, however, implement some sort of mechanic to avoid selecting talents accidentally. Perhaps you could show a "level up!" indicator above the player and prompt them to press a key to select a new talent, and then you could have the player select the talent and press a different button to confirm it. I picked half of my talents by accident. :sweat_smile:
On a final note, I'd have liked to see some more feedback from actually firing the gun and hitting enemies, perhaps some screen shakes or sound effects?