Gamma Protocol by pianoman373
Survive waves of enemies on a hostile alien world and contend with random modifiers every 10 seconds. Find new weapons scattered across the map. Watch your stats and try to use the most optimal damage type. How many waves will you survive?
Controls:
Arrow keys to move
X to shoot
Z to change weapons / restart
How to Play:
Survive as long as you can by fighting enemies and exploring the map to find new guns. The three bars on the top represent your stats for each elemental damage. Each gun uses a different damage type so using guns that you have the highest stats for will give you an edge in combat.
| Source Code (GitHub) | https://github.com/pianoman373/gamma_protocol |
| Itch.io (Web/Mobile/Downloads) | https://pianoman373.itch.io/gamma-protocol |
| Original URL | https://ldjam.com/events/ludum-dare/51/gamma-protocol |
Ratings
| Overall | 86th | 3.811⭐ | 39🧑⚖️ |
| Fun | 35th | 4⭐ | 41🧑⚖️ |
| Innovation | 406th | 2.808⭐ | 41🧑⚖️ |
| Theme | 290th | 3.462⭐ | 41🧑⚖️ |
| Graphics | 98th | 3.91⭐ | 41🧑⚖️ |
| Audio | 126th | 3.553⭐ | 40🧑⚖️ |
| Humor | 305th | 2.241⭐ | 31🧑⚖️ |
| Mood | 225th | 3.25⭐ | 36🧑⚖️ |
| Given | 39🗳️ | 61🗨️ |
Pretty sweet little shooter, nicely done :thumbsup:
Round 20 is my best result so far. Cool little game! Movement debuff is a absolute killer later in the game, I'm losing always because of it. It took me few games to understand stats and changing weapons tho.
Overall, this is a great submission; keep it up! :thumbsup:
In my first game I got the Zeus 9000 and a Marine rifle in the first chest: it felt a bit OP because I could mash Z (weapon swap) to get the big Zeus bullets all the time. Maybe the cooldown should be maintained for each gun instead of resetting on weapon swap :)
The auto-lock was appreciated towards the end. But the gameplay also got a bit less interesting: hold down X with whichever gun selected, run away. I guess this wouldn't work indefinitely because the player is bound to make a mistake and I'm guessing the monsters do eventually overwhelm the player, but still, the beginning of the game was more interesting. Maybe more variations should be introduced later on.
I wasn't sure about the camera system. I guess not scrolling the camera unless the player is near the edge of the screen is good to reduce motion sickness? Still, at first I didn't realise just how much I could explore, later on I didn't like the system because moving towards the edges was dangerous: I couldn't see what I was walking towards. Maybe it would be enough to make the zone where the camera does not move smaller?