ReTurtle by Metatheos
Simple game about taking a boss down in 10 seconds. Unfortunately you don't have the power to do it by yourself. You might do it if you help yourself, but it gets much easier with the help of you, you and you -- or does it? Just try not to shoot yourself, have fun, post your times and sorry for no sound.
Update: Now with post-mortem ( http://www.ludumdare.com/compo/2013/09/03/294584-returtle-postmortem/ ) and post-compo-version.
Update 2: The changes for the post-compo-version explained: http://www.ludumdare.com/compo/2013/09/13/returtle-revised/
To start click a pod, more are unlocked after starting through the previous ones.
Controls:
WSAD to move
Left Mouse Button to shoot (Hint: not shooting makes the next shot stronger, the red ring shows charging state)
Right Mouse Button to pull up shield (Hint: some projectiles bounce off the shield depending on angle, bouncing increases their power)
HINTS:
* You can restart the current round by pressing r. I suggest to use this if you get hit really early in the fight. If you did considerable damage and don't understand the rules yet, just let the 10 seconds run out.
* The charged shot (wait one second after a shot to let the ring around the controlled player align again) does significantly more damage, try to use only that.
Update: Now with post-mortem ( http://www.ludumdare.com/compo/2013/09/03/294584-returtle-postmortem/ ) and post-compo-version.
Update 2: The changes for the post-compo-version explained: http://www.ludumdare.com/compo/2013/09/13/returtle-revised/
To start click a pod, more are unlocked after starting through the previous ones.
Controls:
WSAD to move
Left Mouse Button to shoot (Hint: not shooting makes the next shot stronger, the red ring shows charging state)
Right Mouse Button to pull up shield (Hint: some projectiles bounce off the shield depending on angle, bouncing increases their power)
HINTS:
* You can restart the current round by pressing r. I suggest to use this if you get hit really early in the fight. If you did considerable damage and don't understand the rules yet, just let the 10 seconds run out.
* The charged shot (wait one second after a shot to let the ring around the controlled player align again) does significantly more damage, try to use only that.
Ratings
| Coolness | 100% | 1 |
| Overall | 2.78 | 820 |
| Audio | 1.36 | 954 |
| Fun | 2.33 | 997 |
| Graphics | 3.06 | 446 |
| Humor | 1.17 | 980 |
| Innovation | 3.15 | 418 |
| Mood | 1.72 | 1060 |
| Theme | 2.90 | 792 |
You're right about the lack of feedback, there are quite a few things I had to cut in that regard (obviously sound, visual feedback on hit/block/reflect/projectile-strength, battle-timer/boss-hp, intro/outro, a proper main menu,...).
About having to restart manually: if you mean restarting the current round with r after you get hit, the motivation is that three guys hitting the maximum amount of fully charged shots should be able to take the boss down (two might be enough with some reflect-magic). So if you're at 98% progress after four guys, you can still easily win by landing a few shots, getting hit in the first five seconds and watching as the others finish the job. If you mean clearing progress, that's part of cutting most of the menu, sorry about that.
Thanks for the feedback though everyone, really appreciated. I might add a post-compo-version over the next few days, fixing a few of the things from the top of that list.
Two problems:
- missing feedback for boss damages, I actually can't tell when I hit him or not,
- when I die, it would be really good to simply go back to menu immediately, no need to force the 10s delay each time. In fact, for my first 2 tries, I was instantly killed by the boss, so the ship disappeared, and I was stucked for 10s each time. Really looked like a bug.
It took me some time to get the mecanics
Nice job !
Very well done difficulty.
Didn't really use the shield as much as I probably should have
I liked the idea/mechanic.
I just wish there was some sounds.
@Fervir: In the compo-version it's really hard to get any use out of the shield and even in the post-compo-version it's something you'd only use to optimize time, it's mostly there for depth.
@CosmicAdventureSquad: Nice to read some feedback on the post-compo-version, thanks for trying that out too.
@JonathanG: You're right, that you're getting hit by the first batch of bullets is a really stupid quirk of the compo-version, makes a really bad first impression, doesn't it? The thing hitting you randomly might be the grenades the enemy launches at two points in the battle.
@Almax27: Good job on noticing that. You're right, the ratio between player-projectile-speed and boss-movement-speed is really awful in the compo-version. I indeed bumped the projectile speed on the player up a bit and lowered enemy-motion-speed significantly for the post-compo-version.
Without your tip of using only the charged shot, I guess I would have never defeat the enemy. The post-compo is definitely clearer regarding the rules but the gameplay is already present and challenging in you entry.
I also like you graphics, colors are a bit cartoon, when design is more serious.
I'm a fan of shooters, so this was a game that I would easily like. But you took it a step further! The controls are great and having to pay attention not only to the boss's bullets but your (previous) ones, made this something really unique.
It would be great if you made more bosses. :D
(and sounds... this greatly enhances a game)