Space Captain Rodriguez by CalebLewis
This is our first game jam entry and despite looking like and playing like an old Newgrounds flash, being horribly incomplete, and overall not ready in time, we hope you enjoy it. LD42 will be a step above this in terms of quality (oops we didn't participate in LD42), see you then.
Use of a controller is recommended, but not required.
When in-game, dialogue options run on a timer so just hover over what you want to select and it will be activated once that timer runs out. Dialogues without a timer (namely the main menu, death screen, and win screen) must be manually activated with A (on controller) or H (on keyboard).
Red hair fires when you move in her line of sight
Blue hair fires a constant barrage of bullets
Blonde hair fires every 5 seconds
Brown hair fires if you hit her with soda
Pink hair fires when you hit any enemy that does not have pink hair
Ship upgrades when you reach a score of 250
Programmer | Caleb Lewis
Artist | Biggerbox
Theme | Combine two incompatible genres
Genres | Shmup+Dating Sim
Engine | Unity
Dialogue System | Yarn
| Other (platform) | https://caleblewis.itch.io/space-captain-rodriguez |
| Original URL | https://ldjam.com/events/ludum-dare/41/ludum-dare-41-placeholder-1 |
Ratings
| Overall | 758th | 3.3⭐ | 47🧑⚖️ |
| Fun | 782th | 3.087⭐ | 48🧑⚖️ |
| Innovation | 727th | 3.189⭐ | 47🧑⚖️ |
| Theme | 652th | 3.522⭐ | 47🧑⚖️ |
| Graphics | 465th | 3.644⭐ | 47🧑⚖️ |
| Humor | 344th | 3.318⭐ | 46🧑⚖️ |
| Mood | 686th | 3.159⭐ | 46🧑⚖️ |
| Given | 53🗳️ | 56🗨️ |
I'm not good enough to get to any of the actual dates.
Took me a time to check that the "Enemys" only shoot if you give them the wrong form of attention. I think this is a pretty clever mechanic.
But its a hard start, it would have been great if fewer enemy-types would spawn at the beginning, so that you get a link between enemy and correct attack.
I got hooked with the gameplay! I really love the dessign of the game, the differents enemy behaviour give a lot of fun to the game!
It would be nice to have more feedback with where I can switch the ship, maybe?
Good job!
Gameplay wise I do have a few gripes, for a SHMUP the player sure has a T H I C C hitbox and the bullet are really fast which kinda makes it unfairly hard imo. Also the menu navigation and the controls are the stuff of nightmares.
Surprisingly for a jam game the sound didn't blow up my ears quite the contrary, even full volume the music was very quiet. Nice screaming SFX tho :ok_hand:. The game could do with a bit more of audio.
Neat game, I do believe that a tad bit of polish (and different controls :cold_sweat:) could easily make it an even more enjoyable experience ;).
EDIT : forgot to mention the humour was pretty good too, funniest game I played so far.

I liked this game. It's clear that the team went all-out on it. The graphics are cute and diverse, while the mechanics are tight. Shooting and dating are indeed odd things to combine, so it's glad to see that it happened.
Still, I must say, I had a hard time remembering what button fired what thing, specially since it later on became bullet hell. I ended up having better results when I just started mashing buttons.
Well, regardless, I insist, I really liked the design behind of this. Dating sims could really do with some variations like this one every now and then. [My team](twitter.com/whalesandgames) are going to love it. Kudos :whale:
Music was good, though I noticed some sounds were missing like when a projectile hits the player.
I would say graphics are the best part of this game, I see a whole lot of work that went into making all different parts of this look good from the score/wave bar to the background to the menus and such.
I left my rating of your game, if you can leave your feedback in our game, Witch's Escape.
I hope you continue with the project.
https://ldjam.com/events/ludum-dare/41/witchs-escape
Otherwise, this was an interesting concept and I loved the artwork!
Also it was very difficult for me to keep track of the dialogue, and that's a shame, since I want to get to know the girls better.:)
But I can tell your team is very talented, so keep up with game development, I am pretty sure you come up with many awesome projects in the future!
For some reason I couldn't scroll through menus, which was a bummer because I kept saying yes to "Should I text and drive?" Some SFX would have really set this game higher for me. I can just hear the different hit responses in my head.
Overall good entry. I would love to see a more polished version!
This game has a cool idea and lots of good execution in the art quality and snappy movement. But wowzers it totally overwhelmed me. It asked that I memorize 20 data points before I know what they really mean, and it has 10 buttons to press. That's probably too much to expect an LD player to hold in their head going into the start of the game... a lesson I had to learn the hard way as a dev, too!
Gamefeel wise the core control was tight, which is a huge deal. But pay attention to what @Ashtrail is saying about the speed of the bullets, I think he's put his finger on a problem there. I didn't realize it while playing, but I think he's right that if the projectiles (enemy ones!) moved slower I would have been able to plot dodges more, instead of being a reaction thing.
For me, I was shooting and my eye would be in a conundrum: if I look at my ship I can't pay attention to whether I got hearts (meaning a good combo hit) or not. But if I look at the hits I lose sight of what I need to dodge. Consider conveying the information across multiple channels, like a different sound effect for the hit in each case.
So I think you have a lot of good raw ideas and raw skills here, and you put together something that's decent, and straight-up good for a first entry. But you have a little ways to go in learning about the "hump" that a stranger sitting down to play cold has to fight over, and how you can make that smoother. That comes with experience, and you'll be getting it by doing these LDs, so keep on!
Solid work here and looking forward to next time.