Metal Harvest by hadesfury
The Metal beckons.
Metal Harvest is a retro-inspired FPS with dynamic music.

It is your responsibility to make The Metal sound to its full power. For that, you'll have to summon the beasts of the EndTime, then dispose of them however you see fit.

The stronger The Metal gets, the stronger your weapons. Though The Metal hungers for blood, and will not stay satiated for long.

How to Play:
- Pick up the weapons, then start SUMMONING & KILLING
- Each enemy type will drop a certain weapon's charge item
- Each weapon charge is tied to an instrument's track, the more charge, the more intense the music gets!
- Weapons charge depletes over time, so make sure to diversify your kill!
MOUSE/KEYBOARD Controls:
- WASD/ZQSD: Move
- Mouse: Aim around
- Mouse Wheel: Previous/Next Weapon
- 1/2/3: Change Weapon
- LMB: Shoot
- Space: Jump
GAMEPAD Controls:
- Left Stick: Move
- Right stick: Aim around
- LB/RB: Previous/Next Weapon
- RT: Shoot
- A: Jump
https://youtu.be/l6F-VZmsgi8
[HOTFIX]: This version fixes a bug where the flying enemy projectile could one shot you, and removes the tiny freeze on enemy spawn.
[PostJam01]: This version has bugfixes, and value tweaks which makes the make the downgrade mechanic more readable and less punishing.
[PostJam02]: Adds an endgame survival mode where enemies spawn automatically once you upgraded all the weapons to the maximum! Enjoy the full track with a brand new guitar solo on top! Even less punishing (no collision on the blobs, slower downgrade).
| Link | https://hadesfury.itch.io/ludumdare55 |
| Link | https://gitlab.com/PandoraTechnologyPublic/ludumdare55/ |
| Original URL | https://ldjam.com/events/ludum-dare/55/metal-harvest |
Ratings
| Overall | 980th | 3.2⭐ | 22🧑⚖️ |
| Fun | 948th | 3.071⭐ | 23🧑⚖️ |
| Innovation | 1116th | 2.643⭐ | 23🧑⚖️ |
| Theme | 1092th | 2.857⭐ | 23🧑⚖️ |
| Graphics | 815th | 3.357⭐ | 23🧑⚖️ |
| Audio | 384th | 3.548⭐ | 23🧑⚖️ |
| Humor | 721th | 2.789⭐ | 21🧑⚖️ |
| Mood | 786th | 3.375⭐ | 22🧑⚖️ |
| Given | 21🗳️ | 32🗨️ |
Great idea, but it was hard to maintain all the weapons at the same level. And the slimes can almost instakill you somehow.
In my opinion, it would be helpful to visually distinguish the weapons a bit more. Yes, there's an indication of what you've chosen in the corner on the left, but it would have been more convenient if the guns were visually more distinct. I would also like a survival mode with a timer; it seems like it would make the game more complete. Also, the exit button didn't work for me.
Overall, it's a dynamic and enjoyable game. Shooting feels good, and how the upgrade affects the background music is simply wonderful =) Good luck!
However, maintaining weapon levels is challenging, and slimes can be overpowering. Visually distinguishing weapons and adding a survival mode with a timer could enhance gameplay.
Nice job :)
Please can you vote on my game too? :)
I think the game should make it more obvious how summoning works, and push you actively into summoning more monsters - as it stands, the only real impetus to summon monsters at all is to build up the soundtrack, which it's not even clear you're supposed to be doing.
The game is pretty good, it feels smooth and the shooting is decently satisfying. The upgrade/downgrade mechanic is an interesting idea and could be a nice way to incentivize the player to switch weapons with some tweaks. For now, the launcher just always feels like the most powerful weapon IMO (mostly thanks to its low reload time).
Visuals looks nice and trippy/horrific, perfect for that album cover you made. Overall this is a great entry, so good job!
@sargonius @d3kryption @mircudx @ryusui
I did a bit of a bugfix and tweak pass tonight, to make the downgrade mechanic more readable and less punishing. You can find that version as If you end up playing again I'd love to hear what you think!
@mircudx
Thanks for your detailed feedback! I would have loved to be able to make visually different weapons, unfortunately time ran out and I prioritized other things.
A survival mode is something I thought about doing, once you have your weapon maxed! While spawning continuously enemies of course.
Could you develop what you mean by "the convenience of summoning mobs was lacking" ?
Only real struggle was that it was pretty easy to get surrounded by the blobs and I couldn't get away from them. The weapon meant for them was a bit slow at damaging them too, so it was consistently what caused me to game over.
Also dug the metal vibes, nice to see metal love in here.