Death Harbor by f1tzy
Death Harbor
Deranged, cute tiny creatures have taken the harbor and one seal will clean it out. In a world where turtles explode, octopi carry Glocks, and game developers have way to much fun with the mic. Sealvester Seallone will righten the ship in Death Harbor.



| Controls | Keyboard / Mouse | Gamepad | |------------------------------|-------------------|---------------| | Move | WSAD | Left Stick | | Aim | Mouse | Right Stick | | Fire (Single) - While moving | Left Mouse Button | Right Trigger | |Fire (Full auto) - Standing | Left Mouse Button | Right Trigger |
Who Are We
Rebel() Function is a group of developers and friends that work on Jams and even some full projects. For this title we have:
- Larry Martin jr. - Game Design / Art / Code
- DoubleMintBen - Game Design / Code
- Aaron “F1tZy” Van Prooyen - Game Design / Sound Effects / Code
- Julian "WarFlame" LaFontsee - Game Design / Music Composition
- PaladinArcade - Trailer
3rd Party Sounds
Our gun shots and only our gunshot sounds came from Ben Jaszczak from https://opengameart.org/content/the-free-firearm-sound-library as a CC0 asset. Thanks Ben for the great FX library.
Whats in the Sausage
We created the game in 72 hours using Monogame and Opensource tooling. No prebuilt engine was used and the code is nearly 100% written in the 72 hours. No AI or prebuilt assets where used other than the sounds listed above.
Tools Used:
- Krita / Paint.net - Images
- Pencil 2D - Animations
- VS Code - IDE
- C# / Monogame - Language and Framework
- Audacity - Audio
- Gitea / Git - Source Code Management
- Sibelius / NotePerformer - Music Composition
- Microsoft Clip - Video Editing
Thanks
As always thanks to our Family and Friends for sparing us for 72 hours to do what we love. Thanks to the LD community for putting on this event and always being supportive and thank you to anyone who takes the time to play our little jam game. We truly so hope it bring you some joy.
| Link | https://f1tzy.itch.io/ludumdare56 |
| Link | https://f1tzy.itch.io/ludumdare56 |
| Original URL | https://ldjam.com/events/ludum-dare/56/death-harbor |
Ratings
| Overall | 960th | 3⭐ | 41🧑⚖️ |
| Fun | 894th | 2.923⭐ | 41🧑⚖️ |
| Innovation | 1056th | 2.192⭐ | 41🧑⚖️ |
| Theme | 982th | 2.859⭐ | 41🧑⚖️ |
| Graphics | 908th | 2.859⭐ | 41🧑⚖️ |
| Humor | 224th | 3.615⭐ | 41🧑⚖️ |
| Mood | 897th | 3.051⭐ | 41🧑⚖️ |
| Given | 44🗳️ | 61🗨️ |
@sted I'm really glad people got it and did not just wonder what we were doing. :)
@kaspjej Thank you
@alxje I'm glad you liked the art, it made me wonder at times while putting it together if it would all work
@sviborg Thanks for your kind words, we all worked really hard on this and I think it all came together in a nice way
@david-huculak Those evil bunnies I added at the very end to make it more fun. I am glad you figured out how to out smart the rabbits. Thanks for playing and enjoying the game.
@darefus we do not want to distract him from his work :)
@aerloth We tend to just want the control of it really. Less is more to our team, plus we just like to torture ourselves I think. Thank you.
@kseniya Thank you, glad you liked the visuals. :)
The voice lines are absolutely inspired, very funny :laughing: great work!
Working from scratch, this is impressive! I feel like it's a great start, and with a little bit of polish, this would be even smoother! I definitely don't feel like it is missing any core content, but here are some examples of small improvements:
* A health bar would be a lot easier to keep track of than a number. At least, make the text larger so my eyes don't have to move so far :D
* Being able to shoot radially rather than just in eight directions would make the gameplay a lot more flexible.
* Balancing is always tough. One example is that the rabbits seemed to fire much too quickly. It just became a bit of a chore to sneak in a shot.
I eventually realized that bullets blocked bullets. You could implement a filter to ignore like-objects, but also I appreciated having a way to block the bunny shots XD
We really love making these games from scratch and always aim to get a complete moment to moment and full play loop in. We usually make it but sometimes by the skin of our teeth.
The health bar was an early skip for us, one of the cuts we tend to put in the nice to have section of the design. The radial shooting was a debit early on, but once were working we stuck with the eight way. Still world love to see how a smoother set of directions would impact the game, maybe after the jam. The rabbits where a late add so the AI is a little too simple and aggressive.
Blocking the bullets was a bug that we just never removed, when we caught it we just sort of left it in. :) Thanks for playing and leaving really awesome feedback.
Playing as an Seal Rambo.. hahahaha
Amazing!
Very fun concept.