Greasy Justice by kasmilus
Aliens with limited brain space are invading! They want your burger (or your life...). Their strategy is to overrun you, limiting your (physical) space, don't let them!
It's a real-time turn-based action shooter game. Survive as long as possible to get the highest score.
Controls: Mouse + 1/2/3 shortcuts for rerolling action symbols
https://youtu.be/jw9hVDPKjKc
Changelog:
03/10/2023: Added a video explaining the game
04/10/2023: Uploaded a Windows exe file. Many people are having performance issues. Fixing them now after the jam would be cheating but providing a native build requires no code changes so I guess it's fair? :) I don't know if it will make things fast enough though.
| Source | https://github.com/Kasmilus/game_ldjam54 |
| Web | https://kamiljacek.itch.io/greasy-justice |
| Windows Executable | https://kamiljacek.itch.io/greasy-justice |
| Original URL | https://ldjam.com/events/ludum-dare/54/greasy-justice |
Ratings
| Overall | 282th | 3.207⭐ | 60🧑⚖️ |
| Fun | 323th | 2.81⭐ | 60🧑⚖️ |
| Innovation | 117th | 3.664⭐ | 60🧑⚖️ |
| Theme | 255th | 3.345⭐ | 60🧑⚖️ |
| Graphics | 49th | 4.133⭐ | 62🧑⚖️ |
| Audio | 111th | 3.508⭐ | 61🧑⚖️ |
| Humor | 115th | 3.094⭐ | 55🧑⚖️ |
| Mood | 218th | 3.179⭐ | 55🧑⚖️ |
| Given | 83🗳️ | 98🗨️ |
I would say that this is more a puzzle game than action shooter. Could same mechanic be used in smaller (more compact) levels where you have to solve different groupings of aliens.
But after that, I found the game very interesting, you really exploited the theme well. And your pixel art is really cool, I love the color palette. Great job ;)
Personal space 😂 (good find).
That said, I think the presentation is great. Fascinating color scheme, great graphics and interface design.
FYI: When playing the web view on windows in firefox, when I press D on the keyboard, it shifts the some of the UI right, along with the background tiles. I can't get it to reliably do it, it only happened once.
@googlypoo Yeah I thought that might be a common issue (and I'm really happily surprised to see most people figuring it out). If you want to try again, just reread the tutorial part + look for highlighted tiles if you don't know where to click. It's a bit unusual game I guess, making a proper tutorial would take another 24 hours :laughing:
@endurion I'm guessing you didn't notice how some tiles got highlighted (a bit hard to make something stand-out with this palette, sorry...). When you click "new wave" you will see how many enemies are supposed to come out (number next to your cursor) and "holes" in the ground will get highlighted. You click on one and then pick tiles around where you want the enemy to go. If you move enemy on top of another enemy - you have to move that one as well.
What @surune said, maybe a short description on how to do the first turn would help. I'd love to check this out.
Two difficulties for me was realising I had to click on the enemy spawn points (you mention you control them, and start the waves, but I needed guidance to click on them - I clicked randomly until I realised) and the fact that clicking didn't seem quite right? I think you have to double click?
Amazing work, but just needs a little love so it's understandable and easy to interact with.
Unless I'm missing something it feels *extremely* slow to play? Once there are a few enemies out every spawn takes a few seconds of clicking to resolve, and playing out a full wave can take minutes. I don't really feel like I'm making many decisions during that time? Enemy positioning doesn't seem to matter that much since my attacks never hit more than one of them, and they always move closer to the target anyway. The real-time elements also felt a little out of place; I was pretty much always getting stuck reels before the 90 seconds became an issue, and the timing aspect of aiming didn't feel very impactful.
But still, it's a technically solid game that clearly does what its designed to do, and looks good while doing it. Good job!
@jrf @tjm @5mixer Game should be quick and you should have to click just once. If you have programs running in the background or a slow pc, the game will perform poorly. I will make sure to avoid making games with python in the future :)
There must be something broken in the embedded version, and maybe generally with the controls. Clicking on "Next Wave" simply does nothing in embedded mode. In full screen mode the lower right quarter of the "Next Wave" button actually did its job and the round started. I could select a hole, and again I'm stuck when trying to move the enemy.
Funny thing is the mouse over effect (heart) does show properly at the expected coordinates, but I can't make the enemy move at all.
But I liked the art-style and audio)
And special + for Eminem reference =))
So unfortunately, due to the frustrating mouse response issue I cannot fully do your game justice, but it seems very intruiging for sure! If you ever find a way to fix it let me know and I will try again :D
From the video you posted the game seems quite polished. I like the art style too. But there seems to be too many gaemplay mechanics it looks a bit complicated to properly get the hang of it.
Good job nonetheless !
The music stutters, the controls are lagging (I need to click 3-4 times for the game to register it).
It looks like this game needs to be played using a native build.
Are there any recommendations on how to run this game in this case?
I liked the premise, but I can't rate the game until I play it properly.
If nothing helps, I could rate it based on the gameplay video, but it doesn't feel right. :)
And the pixel art is lovely.
I've had some issues with the web export though. It's very slow, and the music is choppy.
Otherwise, great entry.
Other than the issue with clickin the game seemed interesting and has nice graphics and sound. Well done!
I haven't try the windows version, it may solve the issue.
Otherwise the mechanic is quite original. Thanks god you made a video tutorial or I'm pretty sure I would have never figured it out on my own. It's a shame since you went trough the effort of putting a really nice tutorial in your game who is in the end not that informative...
I kinda liked your art honestly ahah, it is much better than what i could hope achieving myself :laughing:
I love how polished and finished it is. Outstanding job for such a limited time!
Other that what I just mentioned - lovely visuals and music and great idea and level of polish in execution. It's really hard to make a working game like that in just 2 days. Hats off :thumbsup:
The art and audio create some great vibes, and the concepts behind the gameplay are awesome. I liked the real time aspect. It added a lot of tension to a type of game that normally wouldn't that (maybe similar to a chess clock).
It felt a little tedious clicking all of the enemies whenever they needed to spawn. You might be able to get rid of a lot of those clicks if you did something like the following:
* Allowed the player to select a specific spawner as an active spawner.
* Let the player select available spaces at the edge of a group of enemies, then calculate how the enemies move in a line from the spawner to that point.
That way the player would only have to click once or twice per enemy, but it wouldn't change much about how the gameplay works currently.
Otherwise, I thought it was a really neat idea and I enjoyed playing!
The graphics and music are brilliant, and overall this is very complex and polished for a Compo entry. I can see what you're trying to do here, but I'm afraid it's just not working for me.