Minimalista by Bernhard

[raw]
made by Bernhard for LD 40 (JAM)

Story

After stealing a highly advanced weapon that channels weight into incredibly powerful blasts of energy, you try to run away from the police as they vigorously chase you down a mysterious road full of disturbing robots ready to ruin your day and steal the weapon for themselves, and crazy items like asteroids or laptops that enhance your weapon’s power to god-like levels.

Be warned though, picking up too many of them will slow you down, making the police’s job to catch up with you a lot easier, so, make sure to dispose of any unnecessary weight when there are no enemies around, and only steal what you truly need when you have no other choice.

After all, we are in an age where even thieves are trying their best to become a true minimalist,

We are all in our way to becoming THE Minimalista.

Controls

| Key | Function | |-----|----------| | A | Move player left | | D | Move player right | | ↑↓ | Inventory item selection | | ← | Throw away item | | SPACE | Shoot |

Screenshots

| Screenshot<em>1 | Screenshot</em>2 | Screenshot_3 | |---|---|---|

Development

This game was made at our company with 5 programmers and 1 game designer in 8 hours.

Credits

© 2O17 Team Ham Cheese Mayo
Sound Effects by 魔王魂
Laptop and Food models CC BY 3.O by Clint Bellanger
Other art by opengameart.org

Ratings

Overall 1008th 2.92⭐ 27🧑‍⚖️
Fun 1010th 2.68⭐ 27🧑‍⚖️
Innovation 906th 2.78⭐ 27🧑‍⚖️
Theme 474th 3.538⭐ 28🧑‍⚖️
Graphics 793th 3.08⭐ 27🧑‍⚖️
Humor 677th 2.717⭐ 25🧑‍⚖️
Mood 990th 2.604⭐ 26🧑‍⚖️
Given 37🗳️ 11🗨️

Feedback

Decipator
05. Dec 2017 · 11:44 UTC
I was lost on the screen for a while, and the controls don't really helped, cause I usualy play with both WASD and Arrows to move, so think to use one of them to move and other to use items feels bad to me, you could set the action buttons on the space bar upper letter like Z,X,C,V and the movement on the arrows...
gassasin
05. Dec 2017 · 15:15 UTC
Nice game lots of text at the start:D But i love the whole gui<3 And game its pretty fun to play!
mr-matt
06. Dec 2017 · 07:39 UTC
I'd have to agree with the above comments. Cool game but confusing controls.
beanslasher
06. Dec 2017 · 15:11 UTC
I loved the GUI as well, it is really unique haha, as for gameplay I liked how the controls felt. Very smooth!
Xacur
07. Dec 2017 · 02:58 UTC
Maybe the collision boxes are too big, I couldn't pass between the objects in the street, they hit me on the two sides.
SoSonyaMuchHon
07. Dec 2017 · 19:50 UTC
Actually shit in my pants when tapped the space bar. Great game, but as it was already sad maybe u should drop down the size of the colliders.
PixelFormedStudios
08. Dec 2017 · 18:12 UTC
The rotating effect of the road was really cool! Also, the sound effects were gold. A lot of features that make this a very cool game. Good job.
vfabien21
10. Dec 2017 · 17:15 UTC
Same as stated above, the road rotation effect is really cool. It reminds me of these plastic road simulator we had as kids. The introduction text was nice too. But after during the game I got confused : too many objects at the same time without knowing what they do, 2 differents tasks to do at the same time (driving, sorting). I feel that the would have hugely benefited from a more gradual start (maybe starting slow. Or not as many different objects)
vfabien21
10. Dec 2017 · 17:15 UTC
(double post - sorry)
Arden
10. Dec 2017 · 17:21 UTC
I spent the majority of my time on this entry trying to figure out how it worked :confounded:

As the player, I expected different items to yield different effects to your weapon, rather than upgrade tiers based on weight. That probably took me the longest to understand.

I think it's a decent concept. It seems like the main goal for the player is to strategize what to keep and what to drop. Which is a good tension to live in.

Some cc:
* as someone mentioned above, hitboxes for the robots are too large.
* Some sort of effect (graphic and audio) for bullets hitting robots might help quite a bit with feel.
* The pacing of the game was too fast for me. with all the chaos on screen and all the different things introduced right away, I spent most of my time trying to understand all the information presented to me, then would die because I was trying to take it in rather than fight. A slower progression of info would help this game out quite a bit, I think.

Regardless of ways this game could be improved, I think it's pretty impressive for only 8 hours of work!
Gama Croma
10. Dec 2017 · 18:53 UTC
it's ok, but I couldn't figure out what to avoid and what to pick up, more difference please, put a red tint on the obstacles you can't pickup.
pcmaster
11. Dec 2017 · 09:56 UTC
Nice job for 8 hours. It was pretty hard. I like the round-cylindrical world. Cheers!
IllaBom
12. Dec 2017 · 01:41 UTC
Nice game you have here. SUPER WELL DONE!

Come check out my game if you like!
https://ldjam.com/events/ludum-dare/40/virus-detected
BryceLTaylor
17. Dec 2017 · 20:27 UTC
There are some good things you did here. I really like that the upgraded weapons really feel better than the weaker ones in a really nice way. However there is so much visual noise in this game. It seems that every object you can get is identical underneath, but look different for some reason, but also some of the objects that you come upon kill you. It took a few play throughs to figure out which was which. It makes sense, but ultimately it does not feel good to try to crash into a rock. Also, the objects don't make a lot of sense. Why does picking up a soccer ball make my gun better? Or grapes? I wish they were just one generic powerup. It would have made it easier to read.

The best strategy seemed to be to just avoid things and get rid of any "upgrades" immediately. By doing that I went as fast as possible and still go caught by the police, but I did get a score of 275453.

I wish the items were placed more intentionally. The first time you run into them they are just a wall of things that look bad, but are actually upgrades. After that you are just in a wall of things. I wish there were more parts where you could see individual things and decide whether or not to get them.

Oh and on the mac version, at least, the UI covers the playing area making those parts of the screen not particularly useful.

Good job on such a short time frame, though. I'd like to see a post-jam version.