Countdown Crusaders by Slothzilla Games

[raw]
made by Slothzilla Games for Ludum Dare 51 (JAM)

Goal

Survive as long as possible, drawing new modifier cards every 10 seconds!

Controls

WASD - Movement Left Click - Shoot / Select card

Card Examples!

Cards1.png

Ratings

Overall 209th 3.881⭐ 23🧑‍⚖️
Fun 79th 4.095⭐ 23🧑‍⚖️
Innovation 878th 2.976⭐ 23🧑‍⚖️
Theme 251th 4⭐ 23🧑‍⚖️
Graphics 333th 3.976⭐ 23🧑‍⚖️
Audio 357th 3.525⭐ 22🧑‍⚖️
Humor 638th 2.737⭐ 21🧑‍⚖️
Mood 729th 3.289⭐ 21🧑‍⚖️
Given 29🗳️ 13🗨️

Feedback

mbrezu
03. Oct 2022 · 19:45 UTC
Nicest game I played so far in LD51! A bit too hard for me (easier once I realized I could move), but it's one of the games I'll come back to and try to master.

Suggestions:
- start with slower/weaker monsters
- make it more obvious that the player can move (maybe allow arrow keys besides wasd)
werdnalt
04. Oct 2022 · 03:22 UTC
I enjoyed the risk/reward choices involved in the roguelike mechanics. After a while, it became tough to track the benefits of certain choices once I had a number of cards stacked up, so eventually I was guessing at what would be the least detrimental to the game rather than giving me the most benefit. Perhaps if there were different cards that would appear after a certain amount of choices have been made, you could scale up the power and add some additional interest once the first round of cards have cycled through. All in all, I enjoyed the art style and the experience overall!
yakkocmn
04. Oct 2022 · 03:24 UTC
Neat little concept, and I like the clock enemy designs! I'm not sure if it's a browser issue or bug on my end but the game starts to lag / slow down consistently over time, to the point that it's really awkward to play after around 10 cards. Also, I feel like the 10 seconds theme interrupts the gameplay too often. While player choice can be fun, giving a wider variety of upgrades and debuffs randomly every 10 seconds could have been an interesting alternative.
Aes1
04. Oct 2022 · 03:32 UTC
Good all around game, the soundfx were good, the art looked cool. Nice :)
ubershmekel
05. Oct 2022 · 07:33 UTC
I got 900, 620, then 2380, but at that point the game got real slow and awkward. Maybe there's a memory leak or something? I really liked getting upgrades every 10 seconds. What a fun concept with cute characters. Thank you for the game!
🎤 Slothzilla Games
05. Oct 2022 · 15:03 UTC
@yakkocmn @ubershmekel
Sorry to hear about the performance issues! I'll do a little investigation tonight and see if anything is slipping through the cracks! Thank you for the feedback!

@werdnalt
Glad you enjoyed it! Some kind of stats screen as well as more cards / more extreme cards as time went was something I wanted to do, though sadly I did not have enough time to implement. Thanks for the feeback!
🎤 Slothzilla Games
06. Oct 2022 · 01:22 UTC
I've added a windows build to the Itch page for those who might have been having issues with the browser!
SuicidalMango
06. Oct 2022 · 03:05 UTC
Great job! 1790. I had a lot of fun. But there was a point where after a while, my attack speed would cause the game to slow. May I also ask what engine this was made with?
🎤 Slothzilla Games
06. Oct 2022 · 05:02 UTC
@suicidalmango Sorry to hear that! I'll double check that I'm cleaning up my bullet instances. It's made with GameMaker
Roroto Sic
06. Oct 2022 · 08:57 UTC
love the graphics and the music ! it was funny to play :)

![Capture d’écran 2022-10-06 105742.png](///raw/d93/94/z/52800.png)
Tommo
07. Oct 2022 · 15:28 UTC
Great game, kept making me want to play more and beat my score! Music and sound effects were nice and even though changing your abilities/the gameplay every 10 seconds could have felt a bit frantic it didn't seem that way to me. Kept it challenging in a good way!
spacecadet
07. Oct 2022 · 15:31 UTC
Really fun game. Balancing between the risks and rewards was satisfying and it never felt that I made really a bad choice no matter what I chose. I think it would benefit from full screen button or scalable resolution. At least I wasn't able to see the whole screen properly with my screens. Is there supposed to be limits to sides of the level or camera following the player. It was a bit awkward to walk off screen. Overall really enjoyable game. Good job!
SimonO
07. Oct 2022 · 15:32 UTC
The pairing of boost/nerfing on each card is a really nice feature and I really like the way it can change the feel of the game every 10s. Might be fun trying a forced countdown on that screen to increase the pressure and keep up the pace (I found myself taking time to reach each card so pausing the action) but concept works great, was fun to play!
aDeCon
07. Oct 2022 · 16:49 UTC
![изображение_2022-10-07_194827363.png](///raw/576/82/z/52c0f.png)

I really liked the game. Shooting is well implemented, beautiful animation. The music matches the style in action. I also caught one bug that caused my screen to turn permanently red
natpat
07. Oct 2022 · 22:54 UTC
A really solid entry! I loved that the enemies were time themed. The animations, sound and effects made it very juicy and feel nice to play. The music was very fitting as well.

The main idea of new changes every ten seconds is an obvious one, but I love the contrasting cards making it a fun choice to decide what to pick. The different effects were interesting and varied, and it was almost never obvious which card would be the best, which was great. It made for a nice change of pace too, as otherwise the game could be too frantic.

More enemy variation and more card effects would be the only things I could think of to improve this - really great work!

![Screenshot 2022-10-07 155052.png](///raw/b2d/21/z/52cfc.png)
Rendow
08. Oct 2022 · 18:25 UTC
The negative effects of the cards are a clever mechanic that makes the decisions impactful. The gameplay loop is fun and the cards give a lot of variety to the game. Well done!
NightVision65
09. Oct 2022 · 03:56 UTC
Great game!The concept is common but you did it really well. Got 1000+ and the enemy spawn become insane, so I couldn't reach more.
danvil
09. Oct 2022 · 04:49 UTC
I like this quite a lot. Picking cards and shooting monsters complement each other well. Would really love if there wouldn't be a horde of monsters right at the beginning. It is also a bit confusing that both player and monsters can leave the screen. Sometimes you get shot from outside.
Rage Paint Games
09. Oct 2022 · 20:37 UTC
I liked that all the enemies were time related - an homage to the theme. Though it did feel like the game was planned more for Side Effect or another similar theme instead of Every 10 Seconds, but you found a way to bend the game idea to the theme.

I found that upping my damage to kill enemies in 1 hit was the way to go for me. This only backfired when I decided to branch out into other bonuses. Felt gypped when I chose to shoot trees and they took 3x to get rid of when monsters were taking only 1. Possibly set HP for the trees too?
MrBamboo
09. Oct 2022 · 22:00 UTC
I played ... A LOT !

Don't know if it's a good score, but it's my best

![a.jpg](///raw/184/82/z/52f62.jpg)