DElive by IcyLava

Description
Exterminate violent lifeforms. They will be delivered to you. How long will you last?
NOTE: Due to time constraints, there's only 10 levels that repeat. Each time you complete a set, the number of enemies that spawn increases (1x -> 2x -> 3x etc.)
Downloadable build is recommended.
Controls
- WASD or Arrow keys to MOVE
- Mouse to AIM
- Hold LMB to SHOOT
NOTE: If you want to use a controller, you can download the controller fix build from GitHub. It only adds aiming and restarting support for the controller, so I think it is suitable to use for rating. You can see here that the changes are minimal.
Offline scoreboard
Post a screenshot of your score, and I will add you to the list!
|Name|Score| |----|-----| |Ategondev (@ategon)|44| |@andidebob|38| |FunBaseAlpha (including Ryan) (~~all time world champions~~)|37| |RizeFi|37| |@hanadulcet|37| |LombyGG|37| |@itsboats|37| |@aurel300|36| |@daivyishere|35| |@jatinstic-gaming|35| |Rincs (@rincs)|34| |@exilon|34| |ausstein (@ausstein)|34| |@rickylee|28| |@wendel-scardua|26| |icylava (@icylava)|25| |BluishGreenProductions|25| |spacespydev (@spacespytv)|25| |ScalphaMission|25| |badcop (@badcop)|25| |jitspoe (@jitspoe)|25| |BuriedThings|25| |Aurailus|25| |HonestDanGames (@honest-dan)|25| |@chris1919|25| |@0x-void-x0|24| |PoshDan (@poshdan)|24| |JUSTCAMH (@justcamh)|24| |PomoTheDog (@pomo)|22| |Tobugis (@togis)|21| |FatalTD|21| |@pauljs|21| |AdamCYounis (@adamcyounis)|21| |kuviman (@kuviman)|19| |virtualharby|17| |ElysiaGriffin (@elysiagriffin)|15| |JimmyMcGinger (@jimmymcginger)|15| |ColeSlawski|15|
Tools used
- Engine: Godot 3.6 beta 1
- Graphics: Inkscape
- Audio: Ableton Live
- Version control: GitHub and ~~Git~~ (actually vscode)
- OKLCH Color Picker
| GitHub repo | https://github.com/icy-lava/delive |
| Web | https://icy-lava.itch.io/delive |
| Windows | https://icy-lava.itch.io/delive |
| Linux | https://icy-lava.itch.io/delive |
| Original URL | https://ldjam.com/events/ludum-dare/53/delive |
Ratings
| Overall | 152th | 3.685⭐ | 64🧑⚖️ |
| Fun | 73th | 3.879⭐ | 64🧑⚖️ |
| Innovation | 326th | 2.903⭐ | 64🧑⚖️ |
| Theme | 392th | 2.556⭐ | 64🧑⚖️ |
| Graphics | 161th | 3.71⭐ | 64🧑⚖️ |
| Audio | 98th | 3.645⭐ | 64🧑⚖️ |
| Mood | 76th | 3.792⭐ | 62🧑⚖️ |
| Given | 46🗳️ | 10🗨️ |
Let's goooo! Super polished and fun to play, had a lot of impact and while the artstyle is simplistic it's very much interesting to look at.





gaming.
starts to lag after the 30s lol
Keeping a high score list on the LD page is a fun addition.
I just wish there was a little more to the game. A lot of the time it felt like strategy could be boiled down to running in circles and holding left click.
("If I can get this on my switch with the switch controller, I'm done. I can spend a good hour on this, just trying to get a good score."). He did try again, but he lost internet connection and he lost the game trying to figure out what was wrong xD



Great job, keep it up! (couldn't beat your score at the moment though) :clap: :clap: :clap:
Had a fun time trying to beat folks' high scores! Music was a bop, and enjoyed trying to strategically dodge and aim amidst a bullet hell. It felt clean and intuitive, and I enjoyed it!
Made it to 35 and then my laptop just couldn't take it anymore.

Also: SECOND PLACE BABY!


I love the... "organic"(?) way the ♦ enemies move, wonder how hard it was to make them move like that.
(boids)

Some things to improve: I don't think the health should replenish over time, at least not without killing something. This way, when there is just one enemy left, it can be easily exploited to regain full health. Maybe there should be a timer for advancing the round automatically, with or without killing all the enemies? I played on an older machine and the web build, so maybe this is just a problem for me, but with large amounts of the homing enemies, there was quite a lot of lag. This is also what killed me in the end, all the homing boxes spawned and I got like 1 FPS so I couldn't really dodge.
https://youtu.be/iOvkquUaMjs?t=14656
https://www.twitch.tv/videos/1813689516

https://www.twitch.tv/videos/1812429312?t=02h55m41s
I'm absolutely mind blown with how well you've utilized just a handful of different things in compo, to provide an endlessly playable game that is challenging, has a clean & pleasant aesthetic, and even dazzles with the enemy movement/physics on the timed boxes.
I would've loved a bit of escalation on the player's arsenal a bit, so it's not just a simple "hold the mouse button until you die" sort of thing. But what a great game still!
The last flying obstacle is annoying, it's hard to kill it, to finish the level
Great game)
Here’s the stream if you wanted to re-watch initial thoughts (timestamps in the description to jump to your game!) [youtube link](youtu.be/jljB3XXZHcg)
Loved the minimal art style and how the packages could be different enemies or bombs. There's a surprising amount of little mechanics that allows for more dynamic gameplay like the subtle knockback that can be used to move around faster, being able to shoot the boxes around so you can get them to spawn enemies where you want, the timer on them so you can try to time your shots when the tiny swarm enemies pop out, and the bombs also damaging enemies. Very nice!
My main issues are very minor, mostly just when enemies would go off screen and sometimes stay off screen for a while, and I think the player shooting sound was a little annoying. I think it could have been same sound as enemy bullets but slightly lower pitch because of the larger size (and also a slight randomization so its not the same exact sound every shot). Something on right click could have been cool too like a larger shot or longer range, but has longer cooldown + knockback
If you’d like to rewatch the playthrough, you can find it here: https://www.twitch.tv/videos/1814621596?t=18m55s
Good luck on your ratings, see you next LD! :D
💜 Elysia Griffin AKA Button Feedback Lady
https://www.twitch.tv/elysiagriffin
I would have liked to get some bonuses to be able to kill the enemies faster at certain times!
Good job! :)
I really liked the simplicity of the presentation for this game. I thought the vector style graphics were perfect for the bullet hell style gameplay in that everything was visually clear in its identity, effect and behaviour. Lots of nice little touches like knockback on firing and everything had clear sfx. Huge points for style, overall.
Gameplay wise, I did enjoy my time with the first 10-15 levels but by 20, it seemed like I was having to be patient with the game's pacing rather than on the edge of my seat. I wonder if this is tied to the way that difficulty decreases after the initial impact of a wave, where if you don't immediately die, success is more and more assured. There are a ton of ways I think ramping up the intensity and dynamics to make the higher levels feel more engaging could be achieved (random upgrades of things like adding a dash with invincibility frames? extra firepower for a limited time? more complex enemy behaviours that become more aggressive the fewer there are?), but for a jam game I think you did more than enough to be proud of.
Thanks for sharing!