OverPowered! by Sir Mr Dr Prof Sr Jr PhD
Top down shooter where 'enemies' will shoot power-ups at you and the only way you can die is by shooting yourself. The more power-ups you have the more Overpowered and dangerous your gun will be, for everyone.
Instructions in game, also here, WASD to move, f to mute/unmute sound.
Can YOU beat my high score? Kudos to anyone who gets all the achievements.
| Windows | https://sirmrdrprofsrjrphd.itch.io/overpowered |
| Other (document) | |
| Linux | https://sirmrdrprofsrjrphd.itch.io/overpowered |
| Atari Jaguar | https://www.youtube.com/watch?v=dQw4w9WgXcQ |
| Original URL | https://ldjam.com/events/ludum-dare/40/overpowered |
Ratings
| Overall | 180th | 3.66⭐ | 27🧑⚖️ |
| Fun | 38th | 4⭐ | 27🧑⚖️ |
| Innovation | 34th | 4⭐ | 27🧑⚖️ |
| Theme | 8th | 4.46⭐ | 27🧑⚖️ |
| Graphics | 589th | 2.542⭐ | 26🧑⚖️ |
| Audio | 369th | 2.818⭐ | 24🧑⚖️ |
| Humor | 305th | 2.795⭐ | 24🧑⚖️ |
| Given | 27🗳️ | 8🗨️ |
The only complain I have so far, as others have pointed out, is that the yellow bullets should be a bit more visible.
Otherwise, a really fun game :D
The game is addicting and hard, the best combination there is :D
Only issue is that the yellow powerups are a bit hard to see.
Overall, awesome game, CO¡ongratz!
I'm sorry I don't really have too much feedback. It's a good game overall!
Also, +1 humor for your Atari Jaguar build! haha
I did forget what bullets did what during the game at first (specifically wasnt sure what green did). A few rounds and it became more familiar, but maybe some kind of indication in game showing what effect you received would be useful. Like flash "+1 bounce" above the player's head in yellow when they collect a yellow powerup. Something like that.
Amazing work though! Down to the art on the how to play screen and achievements were a great touch!
"Stop upgrading me!"
I'm a contrarian, so I put some time into figuring out how to make the corner camping strategy work, and I wound up getting [1520 points.](https://i.imgur.com/BsgNpUR.png)
There're some tricks to it. Bounce and multi-shot powers are the most dangerous if you're sitting still, and since shot-speed helpers fire so quickly, you can soak up their power ups and largely avoid the others with iframes if you have enough of them around. It's best to play legit for the initial waves, to avoid as many bounce power ups as possible early on. Enough bullets on screen will make the game slow down, causing the physics to get wonky, so I turned the graphics down, but I don't really know if that did anything. The main important technique is to fire at an angle that gives you a bit of room to move, and then periodically peek out of the corner to draw the helpers in, then clear them out without changing the aim direction.
Make player very easy to understand the consequence hit by enemy bullets.
Other things I want to say are said by all the people above.
I enjoyed the game a lot. I think some sound and visual effects would go a long way here and would probably be pretty simple to implement in unity (a quick bfxr session and some screenshake maybe). If you could have added a specific sound effect for each powerup that would have helped keep track of what you collected at each time.
The Graphics are very basic but do the trick, the main show belongs to your own shots as they start to fill up the screen.
From a difficulty ramp up it was okay, maybe a slightly faster early phase realized by slightly faster fire rate in the beginning. The enemy succession was pretty spot on with levels of escalation well sorted by threat. The red devils could do the most damage I think, so it was great that they came last.
Some thoughts on communicating game play mechanics. I am usually not a big fan of "how to play" or tutorials, but in this case it may have been warranted, because the game idea goes against the intuition of "avoid enemy shots to not die". If you do write a how to play, I would advise to use as few words as possible and if possible implement a "show, don't tell" approach, especially in game jams where everybody is playing a lot of games and probably prefers to get right into the action.
This video comes to mind, which discusses, among other things, how to show a player what they need to know about the game :)
https://www.youtube.com/watch?v=8FpigqfcvlM
Truth be told, I kinda messed that up this LD myself, though.
I recognised that procedural music in the first 2 seconds! ahahha I used to use that procedural music thinking it was saving me time in ludum dare, but actually you still need a couple hours to make it sound decent, and you probably have spent some more hours learning about that software that makes the music for you. I really think all this time would be better spent trying to improve your real skills in making simple music with FLstudio or some other program. I think a simple track with a couple chiptune chords and some base is much better than the random notes of the procedural music. Not only that, but if you start making your music you will progress, and you will get a skill for the rest of your life.
ALso, the tutorial had too many words (you wanna keep tutorials with least words as posible, ideally none). Things that will be instantly seen by the player (like "this powerup even bounces once!", the player will see that), you don't need to say those in the tutorial. I understand you didnt have time to make a super-dope tutorial, but anyway it was so fucking colorful I almost died when I opened it! xD Also the size of the different instructions was different: some lines were bigger than others without any reason. It made it look unprofessional.
I really think you could further develop this game and even sell it if you added some better sprites, gamefeel, polished gameplay and a decent tutorial xD