Tail by conk
Not sure if this was the game I was trying to make, but it surely is what I ended up with.
I advise controller, but it's likely easier with keyboard.
Left Stick/WASD to move. Right Trigger/Space to shoot. Right Stick/Arrows to look about.
You have a tail, it's also your health bar, the longer it is, the more health but also more places to be shot.
Colliding with walls also hurts, so don't do that.
Collect all 3 gems and return them to the spawn point to win. (Why do I always leave win condition til last...)

| Windows | https://drive.google.com/open?id=1bSm_CvW0Qe9YHrTDCH2X6PNaVwk1yZf6 |
| Original URL | https://ldjam.com/events/ludum-dare/40/tail |
Ratings
| Overall | 123th | 3.761⭐ | 25🧑⚖️ |
| Fun | 188th | 3.587⭐ | 25🧑⚖️ |
| Innovation | 189th | 3.477⭐ | 24🧑⚖️ |
| Theme | 243th | 3.63⭐ | 25🧑⚖️ |
| Graphics | 39th | 4.196⭐ | 25🧑⚖️ |
| Audio | 49th | 3.841⭐ | 24🧑⚖️ |
| Humor | 473th | 2.176⭐ | 19🧑⚖️ |
| Mood | 38th | 3.848⭐ | 25🧑⚖️ |
| Given | 17🗳️ | 21🗨️ |
There's potential but i can't quite put my finger on what it needs to really get me hooked, i think it might be that the movement doesn't fit the gameplay. The constrained map and shooter mechanics needs something more precise. The current movement is cool and kinda "flow-ey", but doesn't really fit.
I should say it felt like a more complete win condition than most LD games.
Also you're the current leader in my "Longest Load Time" Championship.
Other than that small gripe, it was a really enjoyable experience, and you seem like a very talented dev. Is there somewhere I can follow your work?
I found the trickiest thing was learning to conserve shots, to move carefully, and to consider confrontations before rushing in. I soon learned both that you can shoot away the walls, and that sometimes shooting walls would create what I called "wall babies", those little tiny blocks that would turn into tiny, hard-to-hit enemies. So you couldn't just run in, guns blazing, because every missed shot had the potential to make more enemies. I had to learn discretion in moving and confronting enemies, and once I understood that it became quite nice to play.
Well done!
Thanks for your feedback!
P.S. Opt-out of Humor next time, for you own sake, as some people will count the 1 star in humor against your overall.
The audio and visuals were definitely great and set a mood. Like a... calm, flow-y... mood. Look, I'm not good at describing things.
I thought the movement was nice but also frustrating. The momentum of your character didn't seem quite right (at least to me). I'm not sure how to explain it, sorry. I think it might be that you don't have like a real turning radius? Like, if you try to move from up to right to down, if you move too fast, you will just kinda... slow down... while you turn around... instead of naturally curving to down and maintaining speed.
Also, the way you rebound off of walls was rather annoying. If you hit a wall head on, it makes sense to completely turn around, but 99% of the time I ran into a wall, I was going almost parallel, but then it flips me 180 degrees! And then I probably run into another wall or two because of how the turning works and I'm not expecting to be suddenly going the opposite direction. Also related is that I think the hitbox for colliding with walls is a little too big; it doesn't really feel like you were actually touching the wall when you bounce off it sometimes.
I think the movement style is also at odds with the shooting, at least currently. Maybe if there was a bit of autoaim, or you just had a bigger bullet, or if you could aim with the mouse instead of having a pretend-second joystick with the arrow keys, it would work better.
Well done!
First I was going to talk about how it was hard to only being able to shoot in the direction in which you're moving. But then I played it again and realized that I was playing it the *wrong way*. Really I think it's a game about moving, keeping up the flow so that you can quickly get away from the enemy's aim. I ended up **circling "around" the enemies** and only shoot when I briefly face them every revolution.
So, with that in mind I think that the current movement promotes a game where you shouldn't stay in one place but keep moving. If the game should instead be about occasionally stopping to kill enemies I think that it should be easier to move in these circle patterns. Also, if you like the current keep moving-feel, I think that it would be really helpful if the game view zoomed out when you move at higher speeds.
Hope that you can make any sense of that :stuck_out_tongue: Great looking game and nice controls anyways!
so here's some thoughs:
- The gameplay is really smooth and core loop is simple enough to understad without a tutorial. That's good. You can just get into the game without even thinking about that you need to do next. just go with the flow. this might be because of "gamer logic" though. To a non gamer this might be confusing.
- The controls were good... **IF you play with a controller**. playing with keyboard is SUPER hard because you only got 4 directional keys. It's really hard to aim and maneuver in tight spaces. Making the creature follow mouse cursor for example would be more intuitive or just making so that you move mouse left or right and the creature turns left or right respectively. or making it so that pressing forward makes the creature accelerate and pressing left & right makes it turn.
- I found that killing enemies was not very important... I only killed the enemies that literally got into my way. otherwise I just mostly ignored them.
- The art stye is simplistic and really well thought out and the audio is fitting.
But it very hard to shoot with keyboard, so I just roamed around enemies without attempt to shoot them. Also I agree with @sadcolor, almost half of my deaths was becouse of walls rebound, even if I have many HP, I just smash between the nearest walls to death.
@rosik & @sadcolour
The rebounding was a little lazy on my part and was something I'd hoped to get back to and do properly, certainly something I'll take on for the post jam version.
@willisika
You're correct abut the keyboard not being great, admittedly I did all testing with gamepad and never got around to fine tuning the keyboard controls, a mouse would've been the better route to have gone.
[Check it out here!](http://nicegames.club/2017/12/nice-plays-ludum-dare-40-games-2017/)
https://www.youtube.com/watch?v=-BGt66ZnLME