Squeeze Play by LanceJZ
The borders are closing in, you have to destroy them to keep the walls at bay! I did not have time to get any visual effects, or complete the game. I was able to get a playable version ready with two of the enemies. I ran into some issues Sunday that delayed my game making. I had a bug that was hard to find in my Game Engine, Knightmare Engine. This game is made using raylib in C++ along with my own game engine, Knightmare Engine also made in raylib in C++. I made Knightmare engine for 2.5D games using 3D models and vector line graphics. I used Magical Voxel for models, and Labchirp for audio. I used Visual Studio 2022 for edit/compile/git.
Windows Only: Controls: Space to fire. Arrow Keys to move, Up for thrust, left/right to rotate.
Xbox Controller: A to fire. Right Trigger for thrust. Dpad left/right for rotate.
Don't touch the walls!

| Source Code including audio/models | https://github.com/LanceJZ/Ludum-Dare-54 |
| Original URL | https://ldjam.com/events/ludum-dare/54/squeeze-play |
Ratings
| Given | 5🗳️ | 2🗨️ |
Not sure if it's a problem on my end, yours, or this website. Screenshots look cool tho
I uploaded another copy. I tested it, it is working now.
It is also available on the source site.
First question after coming back to the game-page is: is holding down spacebar supposed to shot continuously? I ask because the preview gif on this page makes it seem like that there is a rapid-fire button, however holding down space doesn't do that for me? Maybe you are just good at button-mashing :)
Secondly, I enjoyed the concept and I feel like with a little polish, the walls could feel really menacing!
The controls felt really nice - a lot of times in these type of games your ship goes flying off whenever your get too much speed, so I was pleasantly surprised that I didn't. Weather it's velocity-dependent damping or just a max-speed ... I liked it.
Wish I could shoot the bullets of the second type of enemy tho >:(
Overall I enjoyed the concept, however I wish there was more "meat" to the game.
(P.S. It's really impressive how much this was made from scratch from what I can gather. Did you use your own engine? damn. Anyways, I appreciated the stretching of "from scratch", because a lot of people take many engine features for granted)
Hope you had a nice jam and maybe check out my game, if you like!
Auto fire, nope, just click the spacebar quickly. That is what I did in the recording. I am still thinking of making it auto fire for the post jam game. It looks like the gif is going faster than the game too.
I'm glad you enjoyed the game! In my outline I have four differnt types of enemies, and power ups, and the walls closing in faster as it goes. Did not get time to add those features. I had more to add, but I ran into a bug in my engine that took hours of work away from me. I barely made the deadline. I did make the game from scratch.
It is velocity dampening via lack of acceleration, have a look at the source code. My library ("engine") has simple acceleration/velocity in it.
My engine that I'm making from scratch is in very early stages, and does not have many features. All it has is an entity manager, and content manager along with some helper functions for positioned options. It is for 2.5D games using 3D models.
Of course I will check your game, I used today to recover from jam burnout. :)
I also started working on the game post jam, it is in a separate github repo.
I'm glad you like the concept.
Thank you for your time.