10 Second Shmup by stmatn
Description
10 Second Shmup is a Roguelike Tactical Deckbuilding Shmup. Fight enemy space ships by planning 10 seconds into the future. Use commands from your command deck to make a new plan each round. Buy new, more powerful commands to fight stronger enemies.
Conquer the galaxy!
How to play

- Drag blocks from your hand to the timeline to plan the next 10 seconds (Adjust length with Q / E or mouse wheel)
- Hit play to watch your plan be executed
- ???
- Profit
Important notes
- You need a working Java runtime environment to run the game
- Make sure to extract the zip file
Tips
- The length of blue blocks (movement) can be adjusted with Q / E or mouse wheel while dragging them.
- The radar at the top of the screen shows the whole level. Use it to prepare in advance.
- Collect scrap (grey blobs) to buy more powerful command blocks in shops.
- Do not buy too many blocks, because they will clog your deck.
Screenshots
Main Game

Shop

Map

| Source Code (Java) | https://www.dropbox.com/s/8i089lxvr2p2t35/src.zip?dl=0 |
| Win, Linux, Mac (Java) | https://www.dropbox.com/s/dbycuie4cz58x4g/LD51%20-%2010SecondShmup.zip?dl=0 |
| Original URL | https://ldjam.com/events/ludum-dare/51/10-second-shmup |
Ratings
| Overall | 1074th | 2.953⭐ | 34🧑⚖️ |
| Fun | 947th | 2.95⭐ | 32🧑⚖️ |
| Innovation | 107th | 3.952⭐ | 33🧑⚖️ |
| Theme | 247th | 4.017⭐ | 31🧑⚖️ |
| Graphics | 1078th | 2.468⭐ | 33🧑⚖️ |
| Audio | 737th | 2.6⭐ | 32🧑⚖️ |
| Humor | 922th | 2.125⭐ | 30🧑⚖️ |
| Mood | 1100th | 2.696⭐ | 30🧑⚖️ |
| Given | 28🗳️ | 43🗨️ |
I also found that there was no reason to move forwards or backwards, the only useful cards were up down and shoot.
Like I said, I love the idea but the execution needs work. I hope you continue to work on this because it has a lot of potential
Another thing that should be more player-friendly imo is scrap collection - there's just no time to fight the enemies AND collect loot, so the best way would be to make it either appear in inventory the moment you kill enemy, or magnet the loot to your ship.
And good job on making a game in Java! Didn't think I'd run into a game created from scratch, especially in Jam category!
The hint towards the difficulty of scrap collection is also very useful. During development I lost the perspective on that., but I have some ideas on how to improve on that end :)
@oleg20111511 , it's funny that you mention the lack of an engine, since we recently discussed exactly that with a group of fellow gamedevs :D One of them put in into nice words: Admiration of software minimalism. The approach usually produces very basic games, but it's very pleasing to see how the tiny filesize of a few hundered KB packs enough content to be considered a proper game :)
So thanks again everybody for your feedback :)
neat concept, some more enemy variety and starting card variety would have been nice imo to add more depth to the gameplay. the forwards and backwards cards didnt feel like they added anything meaningful to the game, so i would have preferred having more shot options to play with instead or something else. pretty decent game overall
A ghost system could work as you said, but I like the idea of a grid system like others have said.
I think a good compromise is lanes instead of a grid. Different movement cards could move between a different number of lanes or at a different speed even. Shots and horizontal movement could be analog in their positioning, or the player horizontal movement could take place over time but still be locked to the main grid. Timing could also be analog, so time would still be a large aspect.
It would also be good to get more interesting enemy and player abilities early on, which a grid system could make easier.
I'd be really interested in seeing this idea fleshed out. I'll be following you for any post jam updates : )