Nuclear Arms 8.5er: Skeleton Survivor by Logicon211




Craig Killbane finds himself in a perilous situation, not exactly sure how he arrived in this lava filled wasteland he fights to survive long enough to uncover the truth.
The game itself is very simple, here's some tips:
- WASD to move
- Your abilities are used automatically, so just avoid enemies and try and aim them as you go
- Enemies drop xp orbs to level up, try and clear them out or lure them away to get them
- Floor Chickens are scattered all over the map, if you need healing try to find them.
- Enemies get stronger and more numerous overtime, prepare
This game follows the adventures of Craig Killbane. You can check out the previous game in the series in our last Ludum Dare submission here:
Or the entire list of Nuclear Arms games from my profile Here
We had another successful Ludum Dare entry even though we had half our usual coders this time around. The morning of we found out a team member tested positive for Covid so we had to scrap our plans of working in the same space. This was very unfortunate as it is our favorite part of the Ludum Dare but we pressed on anyway and came up with what you see here. It's very much a homage to a game we've recently gotten into called Vampire Survivors. It was fun to try and reverse engineer some design decisions and see what we can fit in during a weekend.
Credits
Logan Marks - Programming, Game Design, Balancing
Chad Gerein - Programming, Game Design, Balancing
Amanda Marks - Enemy and Powerup Sprites
Mitchell Maclean - Game Design, Balancing, Agile Advocate, Jingle maker
Brenden Roach - Story Board, Slide Art, Voice(Craig)
Taylor Seely - Story Board, Asset Finder
James Burnes - Voice (AI)
Ratings
| Overall | 376th | 3.772⭐ | 48🧑⚖️ |
| Fun | 98th | 4.043⭐ | 48🧑⚖️ |
| Innovation | 1194th | 2.696⭐ | 48🧑⚖️ |
| Theme | 1005th | 3.37⭐ | 48🧑⚖️ |
| Graphics | 1005th | 3.228⭐ | 48🧑⚖️ |
| Audio | 407th | 3.587⭐ | 48🧑⚖️ |
| Humor | 151th | 3.957⭐ | 48🧑⚖️ |
| Mood | 539th | 3.625⭐ | 46🧑⚖️ |
| Given | 64🗳️ | 85🗨️ |
Generally, a very cool game. I definitely got the feeling of slowly building up my character, becoming more complex but also more powerful, while the game-world scaled appropriately in a way that the overall challenge went up but I could still feel my strength.
Some balancing issues, but that's understandable within the time constraints (specifically, the difficulty scales too quickly around the 6 minute mark, and the nuclear barrels are too powerful). I would have liked a few more varied power-ups because that feels like the main thing that keeps you going, variation and excitement in terms of powers. That, however, is an ask I make only because the existing game is so cool and I can see what more variation would bring because you've already given me a taste. So, just keep doing what you're doing!
I was hoping to see some VS games this jam given the theme. You actually improved on several things and weren't just derivative (I have not played the latest VS version so these comments could be outdated):
- The shotgun having some wind up before firing is great because it allows me to position my attack without jeopardizing my position as much. I can just aim and then go back to my original route rather than constantly thinking about my facing. On paper this SHOULD be the same thing, but for some reason I felt like I was strategizing more with this shotty.
- The zamboni machines being immune to knockback, thereby making my aura tactic useless was a good idea. No afking here!
- Being able to upgrade the size of the barrels, not just the quantity was super satisfying. It certainly create a lot of visual chaos, but it's almost like a risk/reward thing - use these super barrels at your own risk.
Loved how crazy it got near the end. This gameplay style of being over the top definitely fits the franchise. Great choice!

@peachtreeoath that's what we like to see, absolute chaos at the end ;)
Also, is the environment art timefantasy?
Edit: Would be cool if the shotgun placed after the shotgun sound so you had a chance to change your direction and aim it.
If you’d like to rewatch the playthrough, you can find it here:
https://www.twitch.tv/videos/1450143040?t=8h08m41s
Good luck on your ratings, see you next LD! :D
💜 Elysia Griffin AKA Button Feedback Lady
https://www.twitch.tv/elysiagriffin
I appreciate that the title was a half. Some will assume you did that to rhyme and [STORY SPOILER REDACTED], but I know it's so that Brodie can say he "didn't miss one." Poor guy. Tell him I got set up for go time on this one with his friend:

I had a blast with this one! I got off to a most interesting start when I ran immediately away from the first skeleton, which happens to be also away from the first xp orbs, without realizing the consequences. "Gee Craig seems rather pacifistic this time out..."
Oddly that run was also the one where I got my Spine Crushed. I went early and often into barrels and cooldowns, with minors in health and speed, which is an indirect but potent strategy.
After my spine was crushed I had to go back and try a few other approaches. I loved how the different abilities rewarded me for interacting with the mass of mobs in a different way.
Punching is pretty sweet for a while, and it was cool to be dancing right at the edge of danger all the time. Nuclear Fists (or whatever the one that makes the fists huge) was a key upgrade, so sweet. It felt like pure-punching eventually got out classed, but before they took me down I got decent at flipping directions exactly in between the punches so that I could double-punch in the same direction. Only late in the run did I figure out that the general overcharge upgrade also gave me an extra punch?? That could get out of hand.
I also enjoyed the shotgun build, which appropriately asks me to turn and rush right at the mob-blob to be effective. Yeah, just gimme a sec, that should be no problem.... right?

Actually that was the only thing I felt myself wishing for this time out: a reload sound on the shotgun just enough before it gets placed that I can use it as an audio cue to turn around. I missed the window a lot, turning early and then having to bail, or dropping the shotgun just when I meant to turn.
I've never played a game quite like this before. I liked it! I was a little confused why I'd want to NOT be the one doing the action at first. But it didn't take me long to dial into why this is great.
Another really nice entry into the series, gang! Great work.
OK wait maybe I'll go play one more time now that I know the overcharge adds additional punches, to see how ridiculous it can get...
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EDIT: I would like to apologize to fists everywhere. HOLY SMOKES. All-in fists build was NUTS. Instead of running and picking off strays I was able to turn straight into a fully-dense mob-blob and cut through it like a hot knife through butter. I honestly thought I might beat the doombot.
Honestly, it was crazy fun. I loved how overpowered it made me feel at the end. And loved the twist!
Another suggestion: having both flat upgrades (+1) and percentage upgrades (+10%) without having the base values for the abilities shown makes it impossible to know which one is better.
Overall, really enjoyed it. Would play again if you add more content at some point.
I found the radiation + armor combo a bit imba, but what can you do. Btw you seem to have some bugs wrt to full screen scaling, I only saw the timer and progress bar on the screenshots in the comments here. (By default I didn't see any of them, entering fullscreen I could see the bottom of the timer, but not enough to make out the values.)
Perfect score from me, I had fun and enjoyed it 100%
Great work!