Island Survivor by ursagames
Harvest resources on a island and try to survive!
Inspired by Vampire survivors, which I have yet to play.

So many things I wanted to polish, but happy with the end result. Did really want to replace the placeholder character sprite though...
Features: - Procedurally generated islands - Harvestable coconuts, animal remains and gems - Enemy spawning based on current gamestage and what tiles you are on (some enemy types don't spawn until later) - Level up and upgrade system to equip different weapons and move techs - Difficult terrain and swimming
Ran out of time on: - Sound effects (A couple last minute ones squeezed in) - Updating placeholder player sprite - Balance - End game content - Confirmation when replacing weapon / movetech
| Link | https://ursagames.itch.io/island-survivor |
| Link | https://ursagames.itch.io/island-survivor |
| Original URL | https://ldjam.com/events/ludum-dare/52/island-survival |
Ratings
| Overall | 139th | 3.542⭐ | 26🧑⚖️ |
| Fun | 77th | 3.717⭐ | 25🧑⚖️ |
| Innovation | 297th | 2.729⭐ | 26🧑⚖️ |
| Theme | 295th | 2.875⭐ | 26🧑⚖️ |
| Graphics | 258th | 3.083⭐ | 26🧑⚖️ |
| Audio | 130th | 3.348⭐ | 25🧑⚖️ |
| Humor | 70th | 3.435⭐ | 25🧑⚖️ |
| Mood | 225th | 3.065⭐ | 25🧑⚖️ |
| Given | 15🗳️ | 22🗨️ |
I would like more weapon upgrades, instead of proposing other primary/secondaty weapons that replace mine. And the "Level UP" SFX is a little bit too loud. Again, nice job!
I think that there is a great potential for this to be a really fun game to play, if you went with more shooting directions at once, and to counter that, spawn more enemies; just imagine that possible mayhem, that would be awesome! Great job. :)
My results btw:

rewarding. Only ran into the Boar creatures on my 4th attempt. I was expecting a trap but they still surprised me.
Difficulty is perfect as well, keeps runs from going on too long! Awesome game! :)

So many enemy types, weapon types (kind of), very nice ramp up of difficulty.
I enjoyed playing it!
Did you do all the graphics during the game jam? I am impressed!
@itzemii Yup, everything was made by me in 48 hours for compo rules! I really wanted to add more variety to the weapons to make them feel different like fun names and sprites, but that did not make it in.
@weirdybeardyman Oh yeah, I didn't end up with any time left for tutorialization, I tried to make things intuitive, but there's definitely some mechanics that aren't very clear- like dashing and rolling giving you iframes or rolling allowing you to move over difficult terrain quicker.... or even the fact that there is difficult terrain.
@bentglasstube Oh that's interesting- where you using mouse to move or keyboard? I have no idea what would cause issues moving left and right - unless you were moving over difficult terrain like rocks etc since those do slow you down.
In particular, I liked the design of the gemstones and terrain-based enemy spawns. There was this tension I got to play around with - I always had the ability to ramp up the risk and reward of a playthrough massively by going after a bunch of gemstones. That had me constantly trying to evaluate if I was in a situation where I could attempt it, and there were lots of cool factors to consider.
- Rolling and dashing movement skills meant I could move around boars more safely even while in difficult terrain.
- Having high damage weapons, or ones I had good control over could keep enemies from getting out of hand
- Probably most interesting - depending on what enemies had already spawned, I could potentially bank on using them to body-block the inevitable wave of boars as I dove in for the gemstones
I did think that some of the weapons were too narrow for my liking - basically any of the mono-directional attacks seemed highly questionable to me, even with their damage and rate of fire. Part of that feeling comes from the apparent incentive to stack levels of attacks I've already gotten - not only is right-direction fire only good in very specific situations, taking it would throw away any old investments I'd made.
I think those weapons have a lot of potential for fun, though. Finding just the right spot to use an ordinarily 'weak' option can feel really rewarding in a game that's all about evaluations. I think we'd just need more of a reason to be happy switching weapons back and forth. Like, if instead of weapons levelling up if you keep stacking the same one, what if every weapon came with a minor, permanent stat buff? The narrower the weapon's use case, the more tempting you make that permanent buff.
The current levelling up system cuts down on the player's incentive to experiment and switch weapons on the fly - if it were advantageous to do so instead, I think you could see some really interesting variety within a single playthrough when you end up in a situation where you really do want that mono-directional attack. It would mean that your "build" for a run would be less distinct (which could definitely be a downside) but in return I think your play within a run could get even more varied.
Anyway, that's enough rambling from me. Like I said, the game was a bunch of fun, and the fact that it got me thinking about the design in these interesting ways was really fun too. Thanks for putting it together, I really enjoyed it!
So I'll talk about some of the differences and what they entail:
- The first thing I noticed was that the resources spawned from the coconut tree above it. I thought that was fantastic since it quickly gave me the goals of "follow the trail of coconut trees" to level up. Most games either spawn from killing mobs (which doesn't encourage exploration) or they just spawn powerups willy nilly in the middle of nowhere. So the theming of the trees and such were a good idea.
- The different terrain. To my knowledge this also hasn't been done before, and immediately gave me vibes of Heroes of Might and Magic terrain. This allowed for some risk/reward and decisionmaking. You didn't go too hard into this mechanic, but I liked that it was there and you could certainly play more with it if you had time. Trying to run out into the ocean only to have boars eat me alive was a terrible end.
I really liked your approach of making the terrain more interesting to navigate and scattering your rewards that way. Since you haven't played VS, you may not know that the terrain tends to largely be arbitrary and ignored. I think it's a lost opportunity and you showed some ways designs can evolve for that!
I really liked the concept which i understood as a mix of Vampire Survivors and Contra, where you fundamentally change the way your weapon works. Together with a secondary mode, that was really interesting. I wish i'd have had the chance more often to upgrade my existing shot. It wasn't clear if i kept the level if i switch weapons, so i didn't do it. I had slight trouble of figuring out the movement via space. Dash seemed to have a cooldown. Sppeedup i wasn't sure if it worked. But i totally understand that for 48 hours, you can't have great feedback on such a variety of skills, usually. Great effort and fun result :)