A small town by AdamsMcCall
"This town ain't big enough for the both of us"
So you killed him. And to avoid this problem from happening again, you built a new house. But they just keep coming. So you gotta get rid of all of them and build more houses. How many more will you have to kill ? How tall will this town be ? Will it ever be big enough ?
All this, and more, in this modest arena shooter :thumbsup:
Instructions:
- Move with WASD
- Shoot the baddies by left clicking on them
- Dash using shift
- Jump using space
- Pause using escape
- A building will spawn where an ennemy died
- Indicators tell you where the ennemies are. If they are hollow it means the ennemy doesn't have a line of sight to you
- When an indicator becomes yellow, it means the ennemy is about to shoot.
- If you don't dash, the ennemy will always hit you, so dash or find cover when they are about to shoot !




Known bugs
- *A last minute bug caused me to do an emergency fix. Please use the itch.io link for the fixed version :pray: *
- Sometimes multiple ennemies spawn at the same spot, which makes them glitch between themselves. When this happens they tend to stay in the air above the building, which gives them an advantage but you can still shoot them down.
- Sometimes quitting the game through the menu makes it crash. At least it still quits :thinking:
- If you have an issue trying to run the game, try creating a shortcut of it and add this as a parameter: "–rendering-driver opengl3"
Notes
- Made with godot, FL Studio, Blender, Aseprite and Paint
- The only asset that I have not created was the font used for the UI: https://www.dafont.com/fr/albertson.font
| Link | https://github.com/AdamAkkari/LD54LimitedSpace |
| Link | https://adab.itch.io/a-small-town |
| Original URL | https://ldjam.com/events/ludum-dare/54/a-small-town |
Ratings
| Overall | 108th | 3.817⭐ | 32🧑⚖️ |
| Fun | 18th | 4.167⭐ | 32🧑⚖️ |
| Innovation | 67th | 3.883⭐ | 32🧑⚖️ |
| Theme | 128th | 3.883⭐ | 32🧑⚖️ |
| Graphics | 212th | 3.383⭐ | 32🧑⚖️ |
| Audio | 249th | 2.817⭐ | 32🧑⚖️ |
| Humor | 112th | 3.15⭐ | 32🧑⚖️ |
| Mood | 248th | 3.086⭐ | 31🧑⚖️ |
| Given | 18🗳️ | 40🗨️ |
The itch.io link should have the fixed version
i like arena shooters .the buildings implement also is a good idea because it adds tridimensionality . it is quite paradoxal that the limited space in your game push you to change layer vertically so you create new space indefinitly .
if you accept , i will ask you to be purely honest , if the game sucks say it , if there's a problem in the gameplay or whatsoever say it ,i'll take any advice .
- I think the AI could maybe use some work, sometimes (probably when there was no path) it would just move between 2 squares.
- One thing worth looking into is auto reload on kill, since enemies spawn after you kill the last one and sometimes multiple of them, or spawn them after a delay so the player has time to reload and reposition.
I also didn't want to bother with potential spray when shooting because I didn't want any luck in the mechanics, you either get shot or you don't because you consciously avoided it. The flying scoutsman gamemode in CS:GO was a bit of an inspiration tbh
@ellaris Thanks for playing :smiley: You seem to have figured out the winning strategy here lol
I agree, the AI could use some improvement but I spent so much time already figuring out some kind of pathfinding algorithm that I didn't want to bother more. My thought was "at least they move enough so they are decent targets".
That autoreload is a good idea, either that or a delay before the next wave with maybe an indication of where the ennemies will spawn :thinking:
@jk5000 Thank you, Im glad you liked it ! I wish I had time to create 1 or 2 music but I just take too much time to compose them. I shall practice for the next time :triumph:
Great start. Curious where you would take this if you continued.
First game all our team had to try!
I would have liked some music, and the game felt a bit hard/unforgiving.
Also, yay for Godot!

Its not a bad idea. During development I wasn't that much into it because I focused too much on the dash but it could be a nice alternative too.

But the atmosphere and graphics, including color choice is quite enjoyable, and it is cool to see town being built around you, especially as you start jumping roofs. Pretty decent take on the theme.
Thanks for playing, Im glad you enjoyed it :smile:
getting killed felt a bit underwhelming because it usually was due to me overlooking an indicator rather than being pressed by enemies or mistiming
i got to 37 kills with 4 height
There are some things that could be improved, namely:
- The AI of the enemies. They were a nice moving target and the game was fairly difficult (not frustrating, however :thumbsup:), but sometimes they got stuck.
- Pity that there's no music.
- I managed to get to height 5, after which an enemy spawned in the sky above me and was shaking uncontrollably, which made it impossible to shoot him. Needless to say, he killed me shortly after.
- It could just be me imagining things, but it seems more and more enemies started spawning right at the start, as if some difficulty variable wasn't reset between restarts?
I like the graphics (even the enemies with their "lo-fi" capsule look worked well :smiley:) and had a lot of fun with this one. Great work!