What must be done by Diego Teran
Knowing what must be done, you venture into the dungeon to start harvesting organs. Who knows where this path will lead...

GOAL:
Go through the dungeon, killing the monsters and harvesting their organs in order to do what must be done in the research screen. Along the way you will need to upgrade your stats and weapons in order to get the needed materials.
CONTROLS:
WASD - Movement
Mouse - Aim
Left Mouse - Attack
Shift - Dash
X - Hide/Show stats during Dungeon
Game Tips:
There are two types of upgrades, temporary upgrades you pickup during the dungeon, and permanent upgrades you get in the research screen. The temp upgrades will only stick around during your dungeon run but the research upgrades will be with you forever.
There are two upgrade menus in the research screen! Be sure to click "Swap to stats" or "Swap to weapon"
The first level of a weapon upgrade unlocks that weapon, but each subsequent level increases the damage
Note:
Embedding HTML5 games for ldjam is still broken for Godot games, check out the working link on our itch page: https://drgvdg.itch.io/what-must-be-done
| Link | https://drgvdg.itch.io/what-must-be-done |
| Link | https://drgvdg.itch.io/what-must-be-done |
| Original URL | https://ldjam.com/events/ludum-dare/52/what-must-be-done |
Ratings
| Overall | 317th | 3.613⭐ | 33🧑⚖️ |
| Fun | 195th | 3.726⭐ | 33🧑⚖️ |
| Innovation | 673th | 2.81⭐ | 31🧑⚖️ |
| Theme | 670th | 3.167⭐ | 32🧑⚖️ |
| Graphics | 520th | 3.355⭐ | 33🧑⚖️ |
| Audio | 336th | 3.259⭐ | 31🧑⚖️ |
| Mood | 568th | 3.154⭐ | 15🧑⚖️ |
| Given | 29🗳️ | 51🗨️ |
the shooting speed can feel a bit dragged but it's overall fun
Great game!
Yes.
The cost was worth it. And having paid the cost, though somewhat ashamed (of how many times I died) I find myself satisfied. :slight_smile:
Good job! This is an enjoyable game.
Adding a few obstacles to the map would have been a fun addition, possibly making each level of the dungeon even more different. But as it was, you used the enemies you had effectively to increase difficulty over time and keep the game interesting.
The art is clear and cute, though impact effects would've added a lot of *game feel* that is currently missing. I also noticed that my max health (empty heart icons when you're lower health) wasn't displayed after getting hurt, so I was never sure whether I really needed to heal.
Music worked out well for this game, set the mood very nicely. Great job!
Random Weapon is really a useful stuff, I like it.
Music is also great, simple and neat.
I would advise you to diversify the gameplay itself instead, so that the abilities really change the gameplay, but you just plus the numbers or you shoot just faster, but the damage is less and you get about the same damage, because there are no stacks of effects and the like to collect different builds, for example.
If you take a ready-made formula of the game, then you need to come up with something of your own or understand its essence, and so it turns out mechanics that do not complement each other and it is not clear at all that it can be fun here. But in general, you are still well done. Good luck to you!
Are you saying that games shouldn't include RNG? Seeing as the vast majority of games out there do include RNG, I'm not sure you have a very popular opinion. In particular, most bullet-hell style games need to use RNG in order to give you hope for clearing the next wave of enemies, and lucking out with a great upgrade. It's the critical hook!
And it sounds like you didn't actually play through very much of the game or you'd have seen that things like the machine-gun-spray-style upgrade, sniper-style upgrade, glass-cannon upgrade, and various alternate weapon unlocks have a big affect on changing the gameplay. The core element of a bullet-hell-style game is pacing and spacing, and this changes drastically with most of our upgrades.
But thanks for playing our game!
Yes, I'm sorry that I didn't specify what kind of random: I meant the random direction and the spread of weapons. That's why this mechanics??? It doesn't do anything, but it's annoying that you have to get very close (although in bullet hell games you don't have to get close to the enemy, excluding special attack patterns, for example), because you want to see the whole attack pattern and have time to dodge.
You see... Increasing the numbers and decreasing the others did not affect the gameplay in any way globally. With a machine gun, as I walked away, so I walk. It's even more so with a sniper. The glass cannon made me walk away again, so that I could dodge bullets more easily. And the question is, do these abilities change my game loop? No way: it's more profitable for me to walk far away, and it remains profitable. Only here the spread can infuriate that the last opponents will have to come close.
You have just tried to bullet hell so that the abilities themselves change the gameplay - but this will never work for him (well, I mean such banal abilities, which just twist the default numbers), because in this genre, only other weapons and enemy firing patterns can change the player's gameplay globally, for example. And lo and behold: you have a sword! But you break it to pieces, since it can be made long-range and turned into the same gameplay as with other weapons.
And yes... You don't have a bullet hell at all). There are sooooo few bullets, there is a lot of time, it's just very easy to dodge even with the ability to slow down, so also player hitbox is huge, so there is no question of any "Graze" either. So also the arena is huge for this.
And in no case am I trying to offend you or anything else). I'm just saying things that I noticed and trying to speak with dry facts so that you think about it).
Balancing for so many different upgrades was hard, especially as our scope got a bit out of hand and could only have a serious balancing session on the last night of jam. Overall though, we decided to balance on the easier side as we'd rather people finish the game and think it too easy than quit out of frustration.
That all said, thanks for your feedback! We learned a lot from how this game turned out and hopefully we'll be able to strike a better balance next time 🙂
The "you can only dash" buff is hilarious :laughing:
Overall had a great time.
My only nitpick is that unstylized godot buttons could've been, well, textured, but it's only me, because I saw them so many times :slight_smile: