DiSub by k_wright
Controls: Arrows or WADS to move, Space to use Sonar
KNOWN TIME CONSTRAINT RELATED THINGS:
The missiles are incredibly easy to avoid. My plans for continual development will have three locations behind the player that missiles will follow in. (Similar to the formation in the menu picture.) This will prevent them for destroying each other so easily. Also, each rocket will speed up either as they go straight or just as they continue to live.
Please continue to leave feedback in the comments, I do plan on working on this game in the future and any suggestions are helpful and extremely welcomed.
KNOWN TIME CONSTRAINT RELATED THINGS:
The missiles are incredibly easy to avoid. My plans for continual development will have three locations behind the player that missiles will follow in. (Similar to the formation in the menu picture.) This will prevent them for destroying each other so easily. Also, each rocket will speed up either as they go straight or just as they continue to live.
Please continue to leave feedback in the comments, I do plan on working on this game in the future and any suggestions are helpful and extremely welcomed.
Ratings
| Coolness | 76% | 1 |
| Overall | 2.79 | 125 |
| Audio | 2.61 | 91 |
| Community | 4.00 | 11 |
| Fun | 2.45 | 163 |
| Graphics | 3.35 | 56 |
| Humor | 1.36 | 213 |
| Innovation | 2.40 | 162 |
| Theme | 3.25 | 90 |
Would be nice if the missile would leave some time for actually tracking with the sonar ping.
Still, a pretty, solid entry.
Once the holidays are over I'll be spending my spare time working to improve this game. So far I've got a few plans for tuning and balancing. As well as spending more than 2 minutes on HUD elements... wouldn't mind making new models either.
I've been rating games like crazy and looking forward to more comments.
Congrats on completing the LD48!
You detect loot with your sonar on SPACE, but that also draws enemy missiles. At first I thought I had to fly into the loop to pick it up (and that was hard since the ship turn very slow).. but then I understood once detected you also get it.
I think the missiles was a well-balanced enemy.. they were quiet hard to shake, and the best way to get rid of them seemed to be to get more missiles onto the screen, colliding them.. which I think was a nice "action-puzzle"-thing :).
So well done, more variation wouldn't hurt though :).
(Btw, you commented on my game here: http://www.ludumdare.com/compo/ludum-dare-19/?action=rate&uid=1087 ... you can JUMP with UP-ARROW. That will get you past the beds and all the other terrain. Good luck!)
It would be cool if you could move the sub quicker and in more directions (sideways movement maybe), making it more of an action game. As of now it's impossible to shake of the missiles, and far too easy to make them collide.
Btw, protip: hold space + up and rake in the score. :P