Brollector by Kitira


Goal
- To win the game, find the room of the boss and kill him - a big treasure is waiting for you
- To have a chance against the boss, collect valuable things and trade them for better equipment and weapons
- Pay attention to special dealers with exclusive equipment - but also exclusive prices
Controls
- Arrow keys or WASD for player movement
- Space for dash
- F to show player stats
Attribution
Models and Graphics:
- Boss Monster by Craftpix.net, Boss Monster Game Sprites
- Collector and Background Sprites by Craftpix.net, Free Undead Tileset Top Down Pixel Art
- Enemies by Craftpix.net, Tower Defense Monster 2D Sprites
- Enemies by Craftpix.net, Monster Character 2D Sprites
- Enemies by Craftpix.net, Free 2D Monster Sprites
- Enemies by Craftpix.net, Free Monster Enemy Game Sprites
- Ghost Enemy by Craftpix.net, Top-Down Pixel Ghost Character Sprite Pack
- Spikes by Craftpix.net, Top-Down Dungeon Pixel Tileset for RPG and Roguelike Game
- Particles by Kenny, Particle Pack
- Character by ErisEsra, Character Template Assets Pack
- Shop sprites Craftpix.net, Free Dungeon Objects Pixel Assets
| Link | https://stesim.itch.io/brollector |
| Original URL | https://ldjam.com/events/ludum-dare/58/brollector |
Ratings
| Overall | 419th | 3.481⭐ | 29🧑⚖️ |
| Fun | 319th | 3.463⭐ | 29🧑⚖️ |
| Innovation | 603th | 2.852⭐ | 29🧑⚖️ |
| Theme | 696th | 2.981⭐ | 29🧑⚖️ |
| Humor | 571th | 2.52⭐ | 27🧑⚖️ |
| Mood | 616th | 3.148⭐ | 29🧑⚖️ |
| Given | 24🗳️ | 31🗨️ |
I'll play some more tomorrow.
I think it would be even better if different guns shot at different enemies, closest to the gun and not to the player character.
Also, there's not enough visual feedback when player or enemy was damaged. For example, they could flash red or white. Right now there is a sound effect and knockback, but I think you could improve the game here.
Another thing I noticed is enemies just appear out of nowhere, they could come out of doors or portals so the player prepared for their appearance and it wouldn't look so weird. If you want the enemies just spawn in, you can add a short spawning animation, like an interdimensional portal opening or something like that.
And I think there is an issue with game balance. Defensive stats are outclassed by just more guns, more damage, more knockback. You can just stand at one spot and watch everybody around die, so there's no point in lifesteal or regen right now.
Still, I really enjoyed playing and managed to collect 5 different guns and beat the boss!
@accardo , yes, you're right, the balancing isn't well-adjusted yet. However, there is a small indicator of how difficult the waves will be — bigger treasures are guarded by more and stronger enemies :) Nevertheless, you're absolutely right that the balancing needs fine-tuning.
@thierry , yes, the balancing is indeed not quite right. Unfortunately, we didn't have enough time for fine-tuning...
@rentem , haha... That's a great idea! With enough upgrades it could definitely be fun :)
@raysplaceinspace , oh yes, you probably chose the wrong chest. Not all chests are doable at the beginning, so you have to choose them carefully until you have enough weapons and good stats :)
@woona , wow, thank you for your detailed feedback! And yes, you're absolutely right, all of that was on our to-do list, but then we ran out of time... But I'm glad that you played through to the boss anyway :)
So again thank you !!!!
The dash is a bit too long to charge and would be better with a small icon indicating the cooldown
@custodi @asieke Thanks for playing and your comments. Yes, we also realized this right before the deadline, our weapons are too strong/cheap. :smirk:
@rhewid Thanks for the detailed feedback - some more animations would be definitely cool; noted for post-jam :smiley:
@neowhoru Thanks for playing and the nice comment. :smiley:

All things considered the game definitely has a lot of potential. Great job!