Crystal Dude by Raogs

[raw]
made by Raogs for LD 40 (COMPO)

5 Waves of enemies. More Ammo = Less Damage.

Getting hit by enemies gives you ammo and damages you, killing them replenishes some HP.

Walking outside the room deals 50 damage but wraps you around the screen.

Info.png

Tools

What I didn't have time for

  • Menu / Pause
  • Power-Ups
  • Proper difficulty curve
  • Music that isn't just a short loop
  • (╯°□°)╯︵ ┻━┻ The controls
  • A tutorial that isn't just a badly edited screenshot ¯\(ツ)

Changelog

  • Added music

Ratings

Overall 574th 2.9⭐ 22🧑‍⚖️
Fun 590th 2.675⭐ 22🧑‍⚖️
Innovation 583th 2.575⭐ 22🧑‍⚖️
Theme 456th 3.15⭐ 22🧑‍⚖️
Graphics 569th 2.625⭐ 22🧑‍⚖️
Audio 494th 1.868⭐ 21🧑‍⚖️
Humor 500th 2.033⭐ 17🧑‍⚖️
Mood 619th 2.056⭐ 20🧑‍⚖️
Given 25🗳️ 15🗨️

Feedback

Adrien Dittrick
04. Dec 2017 · 10:31 UTC
Solid gameplay there :)
Graphics are all right for what they're worth.
My only complaint is that the lack of music sucked me out of it after a while :/
Gris
05. Dec 2017 · 16:12 UTC
The lack of music was noticeable after a while. I liked the gameplay and thought the set of rules gave this arcade game a different take. Congrats!
papacheech
05. Dec 2017 · 16:18 UTC
cool gameplay idea! Good use of theme too :) Nice!
dusho
06. Dec 2017 · 19:16 UTC
wish you could aim with mouse in different direction so you don't have to turn around all the time.. also bullets should be more visible maybe.. overall decent game
karln
08. Dec 2017 · 19:45 UTC
Interesting idea. I definitely think it would feel more comfortable to play if you could shoot in one direction while moving in another, whether twin-stick style (or WASD to move/arrows to shoot) or aiming with the mouse. Maybe that would make it too easy with only one enemy type -- you'd need other types that can get in front of you and that would take time to implement :/
dimesto52
08. Dec 2017 · 23:47 UTC
it would be a nice game by browser and a system of score would be nice
IcyLava
12. Dec 2017 · 20:01 UTC
It's not particularly challenging, you just sort of strafe around them until the enemies are in one big bunch and then you move towards them, shoot, move back, reload, move towards them, shoot... and on and on. Maybe some types of enemies that move differently would have helped with that.
lythom
26. Dec 2017 · 12:21 UTC
Hi, here is some feedback,

:thumbsup: **What I liked:**
✱ The Idea of damages being proportional to ammo
✱ Sounds are nice

:muscle: **What imo could be improved:**
✱ Ammo management for damage is not a thing, it feels that there is almost no significant difference whereas you have ammo in stock or not.
✱ The game would be alot more funnier with more feedbacks, effects on hit, lifebar that decreases (or any visual representation of fading life for enemies), knockbacks, particles, all the kind of stuff

:sparkles: **Overall**
✱ It's not very fun yet, but it's still a game. Good work for what you've done yet, and good luck for you next game dev. Thanks for the game!
Bookworm31
27. Dec 2017 · 08:36 UTC
Neat concept! I only managed to make it to the 3rd wave, but I'm terrible at this kind of game so it may not be quite indicative of how difficult it is. One thing that would have been nice is some sort of game over screen; along with a score (even if it's only how many enemies you defeated). Overall, nice job! (Note: I did not leave a rating in the audio category as it appears you added some music)