Suck it to Them! by AmberFall92
(If the embedded html doesn't work, go on our itch page using the link below)
Use your vacuum to suck in furniture, enemies, and powerups! But watch out.. You have limited space.
Castitatis - Game Systems Programmer
mishmish66 - UI Programmer
AmberFall - Art
Martini - Music and SFX!
Check out our source: https://github.com/Amberfall/LD54
| Link | https://amberfallstudio.itch.io/ld54 |
| Original URL | https://ldjam.com/events/ludum-dare/54/suck-it-to-them |
Ratings
| Overall | 25th | 4.333⭐ | 53🧑⚖️ |
| Fun | 35th | 4.26⭐ | 54🧑⚖️ |
| Innovation | 117th | 4⭐ | 53🧑⚖️ |
| Theme | 342th | 3.971⭐ | 54🧑⚖️ |
| Graphics | 33th | 4.596⭐ | 54🧑⚖️ |
| Audio | 34th | 4.25⭐ | 54🧑⚖️ |
| Humor | 138th | 3.857⭐ | 51🧑⚖️ |
| Mood | 86th | 4.167⭐ | 53🧑⚖️ |
| Given | 47🗳️ | 86🗨️ |
I did come across a bug that did not let me move the first time playing the game. dying and pressing retry fixed it. But after dying and resetting via the main menu did not :sweat_smile:
The fact you can suck your enemies is a nice touch. I feel like if game was a bit more hard and level wasn't just a box, it could be may be a bit more interesting, but overall it's a very nice and polished game :)
Below is my take!
Pros:
- ART. Wow is this art good. Very cohesive palette and a pleasure to look at. Must have been so much drawing last weekend...
- Complexity. I know putting something like Vampire Survivors together in less than 72 hours is no easy feat, but you guys did a really impressive job there!
- Inuitiveness. Even if there wasn't a tutorial screen, the game is very self-explanatory, so very easy to pick up and play for a while.
Room for improvement:
- Progression. Feels like the game starts off exciting with all these items and enemies, and I love the fact that you can suck in enemies and use them as projectiles! However, this excitement can fade away as nothing new really gets introduced in the latter half of the 14 waves.
- Variety. I know implementing a lot of different items/enemies is very challenging in a limited time frame, but something like an AOE damage item would have spiced things up a bit. Or really anything to stop enemies from piling up without a good way to clear them quickly
- Limited space. I never really felt like the limited inventory space was too much of a constraint, if that was the goal. I think using the limited space inventory in a more creative way would have been cool to see. For example, what if your "clip" gets more powerful if it gets filled up perfectly each time?
EDIT: I somehow completely missed the whole powerups thing in my first playthrough. I think that negates my last point!
Well done! Take a candy! :candy:
Yo this is such a good game! and it's so sneaky on web GL! Please give some updates so can casually play this in browser other days! great job!
An upgrade system of family members (or possibly some alien/hell creature allies?) and what they bring you, eventually giving you items that slice through stuff or is sticky and holds enemies in place would take this so far! the passive bonuses per item is cool but would feel better if the different ammo did different things beyond multiplying certain stats.
but for real this is really impressive and it looks and sounds AWESOME!
https://youtu.be/OMFzVKOU-1I?si=pkcUzNZNRrfiR4Dz&t=10037
Keeping the powerups inside the vacuum to get the benefits is such a good idea that ties so well with the theme.
One suggestion I would give is that you could have it so some objects have effects towards the enemies and/or the player. Like maybe the toaster/fire pit applies fire damage over time to enemies hit, but also starts to damage the player or starts burning objects inside the vacuum if it stays inside the vacuum for too long.
The color palette was very well chosen. It gives the game a comical feel.
I really liked the music and the "slow" effect that happens when you take damage.
I didn't find any bugs during the game. I already see this game with more stages, enemies and waves.
Congratulations

This is the smoothest 2D shooting game I've played in this jam. Graphics are also impressive, and really love the effects when hitting enemy.
There's just one small issue. After reaching the 10th wave, I'm facing a serious lack of damage. Although can absorb the enemies themselves to attack, they often occupy multiple cells without providing enough damage. This makes the late-battles a tough and drawn-out struggle. But of course, this isn't a major problem, as seeing such a complete work in the jam is already amazing.
Overall, you team area really great!
I thought the graphics were lovely and the sound was excellent (the wobbly pitch shifting when taking damage was *chef's kiss*). On a gameplay design level, I thought the curve was a little slow at first and a little steep at the end, and slightly repetitive overall, but these are things that could be resolved quickly enough.
If I had to nitpick, I'd say the theme could have been integrated into the gameplay a little more tightly, though I can see there was thought there with the limited ammo space and the limited arena in a wave based shooter.
Solid entry overall, thanks for sharing!
Wanted to ask for score chasers if you were fine with me playing some gameplay of your game in the background in the waiting period / intermission. In the waiting period its going to cycle between gameplay of a bunch of different games in the background (with music from games in the jam playing as well)
But seriously, everything feels so polished here; I'd say the only thing that took a bit of the fun was that the waves start dragging too long at some point (but maybe it was just me being bad at the game and missing all the power-ups 😅)