10s Bar Brawl by Cedric86
You go out to your favorite bar to get your evening drink like every evening. And as usual there are some guys you dont like. The problem is they don't like you either. Get rid of 'em and get your well deserved drink while dealing with your new backpack the "Gearpacker 3001Tm".
You bought it earlier this day in a dodgy shop close to the Hyperstation without operation manual and no idea how it works. "It's pack and play" the shopkeeper said. Anyway, this nerve wrecking bagpack changes your goddamn weapon every ten seconds. But you dont have to clean it up anymore. So it was a good deal, right? The only thing you have to clean up is your bar to get your drink.

Controls
W A S D or Arrow keys to move. Main mouse button to shot.
Credits
- @Singular (Stefan Knetsch): Code / Design / Particle effects
- @BiOs3008 (Grigorios Gkisios): Art / Design / SFX
- @Cedric86 (Cedric Brupbacher): Code / Design / Animation / SFX
- @Meistro (Mamisoa Lin. Schmidt R.): Music / SFX
- @Razor Zorax (Henry Wiesner): Code / Design / SFX
Tools used
- Unity
- PhotoShop
- Gimp
- Music Maker
- Visual Studio
- Audacity
Known issues
- No score board available yet.
- Phyisics bugs
- One can hit an shot through walls :D
- A null pointer exception happens sometimes.
Post Jam Change Log
- Fixed enemy sprite movement animation
- Adjusted windowed resolution to 720p
- Fixed player movement speed limitation to work in all directions.
- Fixed color space
| Link | https://epicstuffforyou.itch.io/10s-bar-brawl |
| Original URL | https://ldjam.com/events/ludum-dare/51/extrem-gutes-game |
Ratings
| Overall | 817th | 3.278⭐ | 47🧑⚖️ |
| Fun | 803th | 3.133⭐ | 47🧑⚖️ |
| Innovation | 1044th | 2.733⭐ | 47🧑⚖️ |
| Theme | 678th | 3.556⭐ | 47🧑⚖️ |
| Graphics | 904th | 3.067⭐ | 47🧑⚖️ |
| Audio | 607th | 3.068⭐ | 46🧑⚖️ |
| Humor | 453th | 3.073⭐ | 43🧑⚖️ |
| Mood | 915th | 3.058⭐ | 45🧑⚖️ |
| Given | 65🗳️ | 73🗨️ |
As others have stated, the combat felt a bit iffy in spots. The main thing is I can't quite tell when the enemies actually attack me; so melee weapons are particularly challenging. A bit more communication here would go a long way towards improving combat feel I think.
Overall fun little entry, nice work!
The combat doesnt feel too impactful and id say theres not enough feedback on taking damage.
I will say the chairs were a phenomenal feedback point. They way they flew around when getting hit felt so fun and i would have loved to see more of that!
The visuals were an interesting choice. I liked the style and the sprites themselves were interesting but the mix of 2d sprites in the 3d space didn't quite work for me.
The gun changing every 10 seconds is a neat idea and really fun to be forced to change your playstyle on the fly! I found I needed a visual representation of the timer as I found it more random and annoying without have the anticipation of the change.
Definitely a cool idea here and with a round of improvements on the feedback of combat could be really engaging!
Great work on pulling everything together theres a lot of systems that would have had to go in to get it working so congrats on getting something so complete together in the limited time! :)
The game could definitely use some more feedback. Especially, some visual feedback on taking damage (other than my hp bar going down) would be welcome. And some juicy animations on the enemies would be welcome as well - it's a brawler after all, all you do is fight and the tactile and visual appeal of that fighting is what hold such games together.
The enemies themselves could use some more brains :wink: They get stuck very easily near chairs, behind walls and at the bar (at least I get why they would hang around at the bar ;)). And they just sort of stand there, jerking around (pardon the innuendo).
It's definitely a fun start that could use a bucket of polish. The music is gas though, very fitting! Oh, and I really loved the Exit button running away from me. I literally laughed out laud.
The game crashed on me once, producing such error:

Nice job!
For some reason, the default resolution in HTML was huge ... maybe that's an itch.io setting? Once I hit the "fullscreen" button, it looked fine though.
The only thing I'll add is that for your player controller, I moved faster when holding two inputs (diagonally) than when holding one (vertically or horizontally). That makes movement feel more jumpy. You can change that by normalizing the movement vector!
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Surprisingly the weapon that shoots a continuous stream of bullets wound up being my favorite, I don't think I would have predicted that.
For sure I need to mention the over-the-top blood visuals which were very satisfying! The savageness of the in game combat between the blood spurts, VFX on ground, and knockback was really good.
Game had a cool and consistent vibe, nice work!
The enemies would more often than not get stuck on everything and anything, and the shooting felt a little unsatisfying. Maybe some muzzle flash and screen shake would've helped with that. Having good feedback on a central game mechanic is surprisingly important in making a game engaging.
I did crash the first time playing with the same error message as fabula-rasa, and I also found having to wait 10 seconds to get into the game a little annoying (though maybe there was an engine-side reason for this).
Overall, while the game lacked the depth to make it very replayable, it was nonetheless quite fun and enjoyable for a little bit, and that's already something to be proud of. Good work!
Combat feels somewhat unsatisfying, though; it's hard to tell when enemies are attacking you, and if you're not careful they can easily trap you in a Cycle of Hurting and wipe out a chunk of your health. They also have a tendency to get stuck on environment objects. The physics-enabled blood spray and objects are fun, but the main gameplay itself needs some refinement.
My main problems were the ones you already mention in your description: Many enemies just got stuck in walls and were no threat to me since I could just ignore them. Other enemies had such fast accelleration that it was impossible for me to outrun them. Some weapons like the close range sword are slightly OP as in you can just hold down the mouse button and run into enemies.
All my complaints are probably caused by jam deadlines and are probably fairly easily fixable. If you do, add some more stages, some more enemy varieties and make everything a bit snappier and more coherent, this would be an excellent indie game I'd gladly pay a few bucks for. If you add couch coop, add some more bucks to those bucks.