Command Line Hero by BytingGames
In this Text Adventure Shooter you control the player by typing your desired action into the console. Use your mind, a bit of timing and typing skills to master 12 level.

| Developer | Developed | Link | | ------------- |-------------| -----| | Julian Höltge | Code | https://bytinggames.com | | Bertsz | Sound + Music | https://clyp.it/user/lnf2jiq2 | | Leander Gebhardt | Graphics | https://twitter.com/GebharleLele | | Joseph | Graphics | https://ldjam.com/users/brainprotest | | Stefan, Jenny and the ones above | Game Design and Testing |
Ratings
| Overall | 137th | 3.952⭐ | 23🧑⚖️ |
| Fun | 196th | 3.786⭐ | 23🧑⚖️ |
| Innovation | 80th | 4.071⭐ | 23🧑⚖️ |
| Theme | 79th | 4.286⭐ | 23🧑⚖️ |
| Graphics | 587th | 3.476⭐ | 23🧑⚖️ |
| Audio | 289th | 3.548⭐ | 23🧑⚖️ |
| Humor | 601th | 2.85⭐ | 22🧑⚖️ |
| Mood | 237th | 3.714⭐ | 23🧑⚖️ |
| Given | 30🗳️ | 10🗨️ |
Overall the game is fantastic. Great job.
By the way: What is the benefit of shooting containers?
Yeah you could go further with the game by adding various elements, like you mentioned. I also thought of a few after the jam has ended.
We also thought about iterating through old commands, but couldn't decide if the player would be overusing this function so we didn't take the risk and dropped that feature. But you can copy and paste commands ;)
I have implemented cardinal directions now, thanks (will be uploaded in a past-ludumdare update).
If you want to take the game beyond Ludum Dare, you might need to rethink the gameplay a bit. In its current state, the game feels mostly like a basic shooter where your actions are limited by your typing speed. The one time it felt like something new to me was when I tried typing "right aim up", which felt badass.
Maybe it could be more of a puzzle game? Or maybe limit your actions with a cooldown instead of simply by how fast you can type?
By the way, I found a small bug. I tried typing "shoot 7" and went to the next level because it had a 7 in it.
But overall, nicely done.
Something about your level design and commands led me to think, however, that the game makes more sense being on a grid-based movement system. I would still keep it realtime, however.
Good job!