Mission Delete by jordantanner


* OBJECTIVE *
Deliver a recovered piece of volatile alien technology to the extraction point in this action shooter. Your destination is deep into hostile territory, so you'll have to defend the Payload to complete the mission making use of Kinetic, Cryo, Energy, and Plasma weapons to obliterate the relentless hordes of foes along the way.
* CONTROLS *
- WASD - Move
- Mouse - Aim
- LMB - Fire Gun I (automatic)
- RMB - Fire Gun II (cooldown)
- M - Menu
* INSTRUCTIONS *
- Escort the Payload (Green Bubble) to each waypoint and defend it against enemies. Reach the final waypoint as fast as possible.
- Each waypoint offers upgrades and recharges the Payload's health a little.
- If the Payload dies, you restart at the last waypoint.
- Picking up a gun of Type I replaces your current Type I gun and likewise with Type II.
- Collect Kinetic, Cryo, Energy, and Plasma powerups to change the Damage Type of your Type I guns.
- Bomb powerups destroy all enemies. Supercharge powerups remove the cooldown of your Type II guns for 7 seconds.
- Press 'M' during gameplay to open the menu and see more detailed instructions
* HINTS & TIPS *
- You can push the Payload. You can also slow it down.
- To get a better score, either delay the Payload to rack up more kills or push the Payload to deliver it before the Time Bonus expires.
- Press 9 on the Numpad to enter Developer Mode. You can try out all the guns freely. Disqualifies you from placing on the leaderboard until you restart.
- Press H to toggle the UI on/off



* CREDITS & TOOLS *
All art, sound and music, programming, and design by Jordan Tanner
- Art - Photoshop
- Music - Ableton Live 11
- SFX - BFXR and Ableton
- Engine/Editor - Unity
| Post-Jam Version (Web) | https://jordantanner.itch.io/missiondelete |
| Jam Version (Web ) | https://jordantanner.itch.io/missiondelete-jam |
| Original URL | https://ldjam.com/events/ludum-dare/53/bulletstorm |
Ratings
| Overall | 221th | 3.944⭐ | 38🧑⚖️ |
| Fun | 78th | 4.097⭐ | 38🧑⚖️ |
| Innovation | 749th | 3.153⭐ | 38🧑⚖️ |
| Theme | 1029th | 3.292⭐ | 38🧑⚖️ |
| Graphics | 495th | 3.833⭐ | 38🧑⚖️ |
| Audio | 291th | 3.708⭐ | 38🧑⚖️ |
| Mood | 380th | 3.771⭐ | 37🧑⚖️ |
| Given | 26🗳️ | 24🗨️ |
Regardless, lots of fun, great job! :D
@fravinci I appreciate you playing it so long, thanks! Yeah the Unity URP has some decent 2D lighting features built in, and along with post-processing, it really helps with the visuals.
I liked that you could push the payload to speed it up.
I was a bit confused about what the different powerups did but maybe I just wasn't paying enough attention.
In all though really solid effort, nicely done.
On edge:
```
Could not allocate memory: System out of memory!
Trying to allocate: 5593B with 16 alignment. MemoryLabel: String
Allocation happened at: Line:530 in
Memory overview
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[ ALLOC_DEFAULT ] used: 2063978171B | peak: 2063978171B | reserved: 2073054338B
[ ALLOC_TEMP_JOB_1_FRAME ] used: 0B | peak: 0B | reserved: 0B
[ ALLOC_TEMP_JOB_2_FRAMES ] used: 0B | peak: 0B | reserved: 0B
[ ALLOC_TEMP_JOB_4_FRAMES (JobTemp) ] used: 229537B | peak: 0B | reserved: 262144B
[ ALLOC_TEMP_JOB_ASYNC (Background) ] used: 0B | peak: 0B | reserved: 1310720B
[ ALLOC_GFX ] used: 2749956B | peak: 12867343B | reserved: 2830440B
WebGL_v0.1.0.framework.js:10 PlatformGetStacktrace
```
On firefox:
```
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```
I played both the jam and post-jam versions and finished them, I'll leave you feedback for the post-jam version. Overall, it was visually pleasing and quite fun! I think the game would get old after a while, but the current length doesn't overstay its welcome.
Things I liked:
- The visuals! It was hard to see the enemies in the first version, but you fixed that in the second version, and it graphics look great!
- It felt very satisfying to get the unlimited Type II powerup and clear out mobs of enemies.
- The 'escort the payload' gameplay was interesting, I've never seen it in a twin stick shooter like this.
Things that could be better:
- While you have a bunch of different weapon types, there doesn't really seem to be any really motivation to use some of them. I found that in general, the AoE weapons that covered a large range were way better than any of the other ones, so I just stuck with those after trying out the others.
- I didn't really notice what the different effects did other than cryo. Again, Cryo seemed to just be really really good so I just kept using that. Maybe these upgrades should be temporary as well?
- Addition of leaderboard is cool, but I'm not sure how I'd get a faster delivery time. In the jam version I got 2 payload speed upgrades, but I didn't see any in the post-jam version. And it also seems like kills is proportional to the time spent escorting, so that doesn't seem like too meaningful of a metric.
I appreciate how you made the game more challenging even though the player can upgrade so fast.
Some things I noticed that could improve are:
- Sometimes I would upgrade and immediately downgrade again because I didn't realize I dropped the other upgrade from before and then moved right back over it. Perhaps the previous upgrades could just be consumed and done?
- Once I was able to shoot in all directions with 2 tiers of weapons it was really an awesome experience, but the colors kind of blended too much with the package I was protecting and it would get lost.
Thanks for making this awesome game!
Very fun to play! The pace of the game is good, it gets difficult but not too fast. I loved the visual effects of some weapons, the feeling of being powerful was enjoyable. I noticed near the end that you could push the bubble toward its destination to complete the levels faster.
One minor inconvenience was that it was difficult to read and understand what each icon meant when picking up powers.
I liked that it seemed like I could push the payload to make it go just a bit faster as well, giving me something to multitask on while blasting everything to smithereens.
On critisim could be that at some point I lost the overview over the power ups on the floor and had no control on which I picked up and which I avoided. At some point I was backtracking to get my "old" weapon back as some were a bit overpowered as said before.
But this game is just a jewel in this jam and more people should play this
found a weapon that filled the entire screen with bullets and killing everything almost instantly, was easy after that :) Don't kno if i collected a dev weapon or if the extra bullet upgrades did that
My PC isn't the freshest, so the framerate towards the end got a bit choppy... That game would be a good candidate for an optional download option.
Got the 5th spot in the leaderboard, yay!
The only thing I didn't immediately understand what to do with the big green balls that ride on rails, probably it's worth bringing out a hint for them right away at the beginning of the game. At first I tried to shoot them myself, and only after a minute I realized that they were not enemies))
But in general, great!
gorgeous glow effect on textures, geometrically beautiful projectile flight paths, respect! 5/5
Give it a progression system like other survivor-likes and this could easily compete on Steam. You've got a gem here.
I feel like playing this game ends up just being a matter of finding a Type I weapon with very good spread and spin around while pushing the payload, which isn't the most engaging gameplay but it's kinda fun.