Automatos by Mikushi
FULLSCREEN RECOMMENDED
Automatos is a shoot'em up inspired by 20 Minutes Till Dawn and Vampire Survivor.
You are a robot set in an arena where enemies spawn regularly, but your weapon only reloads every 10 seconds.

Upgrades are available on every level up, powerful upgrades trigger once every 10 seconds!
Basic Upgrades
| Icon | Description |
|---------------------------------------|-----------------------------------|
|
| +1 HP, maximum 8. |
|
| +1 Maximum ammo. Reload instantly |
|
| +5% Movement Speed. Cap: +30% |
Special Upgrades (Trigger every 10 seconds)
| Icon | Description |
|---------------------------------------|---------------------------------------------------|
|
| Lightning strikes a random enemy for 3 DMG. |
|
| Immobilize a random enemy for 3sec with a tornado.|
|
| Launches an energy waves that deals 2 DMG. |
Max Level: 15. (After that it's infinite spawns and no more upgrades)
Itch.io: https://mkdbstudio.itch.io/ludum-dare-51-automatos
Note Had The DARK bundle for a while and wanted to use it somewhere, this felt like the perfect situation!
Feedback
Any and all types of feedback welcome! I am a solo dev trying to improve on the feel/juice side of things so keen to hear how the game feels.
Credits Enemies, UI, Player character, Gun FX - The DARK - Penusbmic (https://penusbmic.itch.io/)
Spawn FX - Nyknck https://nyknck.itch.io/
Music - https://tallbeard.itch.io/music-loop-bundle
Various SFX - Shapeform Audios
Palette - https://lospec.com/palette-list/neon-rain
Controls UI - https://dreammix.itch.io/keyboard-keys-for-ui
Sword effect - https://anthonywinter.itch.io/crescent
| Original URL | https://ldjam.com/events/ludum-dare/51/automatos |
Ratings
| Overall | 491th | 3.609⭐ | 25🧑⚖️ |
| Fun | 254th | 3.761⭐ | 25🧑⚖️ |
| Innovation | 809th | 3.065⭐ | 25🧑⚖️ |
| Theme | 436th | 3.804⭐ | 25🧑⚖️ |
| Humor | 883th | 2.25⭐ | 22🧑⚖️ |
| Mood | 808th | 3.196⭐ | 25🧑⚖️ |
| Given | 19🗳️ | 17🗨️ |
Couple things I'd recommend is make the ammo count and health more visible as that was often hard to keep track of and it wasn't obvious to me when I was granted a power up
@ogelgames One of those things, only noticed after submitting it was really small, went for 32x32 on everything should've doubled. Live and learn.
Thanks for the feedback :pray:
I think this game could benefit from some kind of aiming system, maybe as powerup or something as it could be difficult to aim on bigger screens. Also, some kind of invincibility frame after getting hit wouldn't hurt. I died twice because I was surrounded by enemies with no chance to escape.
A little note I had was that the enemies take a long time to spawn in the beginning (like 5 - 10 seconds) where the player can do absolutely nothing (except waste ammo). This feels like the game is bugged so maybe some text in screen to announce the wave or something like that would be nice.
Overall a really nice entry. The juice is just the right level, although there could still be a lot of improvements.
PS: I noticed a little bug where the health indicator resets to 3 instantly after dying. Making it seem like you still had health.
The enemies should take 4sec to spawn at the beginning, not sure why it did not work properly. Although a countdown to next spawn would have definitely been good UX.
On the health "bug" it's from my custom Unity library, it cleans up various game state stuff and I did not hook it nicely due to time constraint.
Overall I thought this was a well developed submission using the theme to effect. The nuance was of it all was cool,, I just couldn't see UI too well to enjoy it in all its glory [this might be my bad for having poor eyesight probably ha]
Tahnks for submitting and letting me have a play through - good luck in compo!
Having played it on and off today I think the HP/Ammo/Reload UI would have been better placed at the top of the screen and being bigger. Might tweak it after LD51 and get a cleaner build on itch.io, having lots of fun with it.
The game could benefit from being more zoomed in or some resolution change though, and some kind of flooring would make it pop out more as well, the grey can get a bit hard to look at for longer periods of time.
But it is overall really nice and fun!

Pros:
- Very cool concept :)
- It feels pretty polished
- Sound design and visuel are cohesive and pretty great
Cons/Bugs(?):
- I think the directional arrows would have been better than wasd for movement. I had to switch my keyboard to qwerty mode to play the game.
- I noticed that diagonal movement was faster than lateral movement, which I'm not sure is intended
- The window was a bit small, which made the UI really hard to read
Overall it's a very solid game, good job!