Antibody by Enot487
This game is like some kind of top-down shooter without shooting. Made with Defold.
You have to save the Creator, your father. Sharps make holes in him and you must stop them. The Holes are constantly increasing, pick up Spheres to reduce them. Avoid Sharps and close all the Holes in every layer of the Creator.
Input controllers: - movement by mouse left click - move in the depth by X - move out the depth by Z
Here are some screenshots


Scales on the right side of the screen show increase of the Holes on each layer.
Close them all.
| HTML5 (web) | https://enot487.itch.io/antibody |
| Original URL | https://ldjam.com/events/ludum-dare/40/antibody |
Ratings
| Overall | 938th | 3.03⭐ | 35🧑⚖️ |
| Fun | 943th | 2.818⭐ | 35🧑⚖️ |
| Innovation | 924th | 2.758⭐ | 35🧑⚖️ |
| Theme | 1027th | 2.712⭐ | 35🧑⚖️ |
| Graphics | 928th | 2.773⭐ | 35🧑⚖️ |
| Audio | 553th | 2.938⭐ | 34🧑⚖️ |
| Mood | 815th | 2.955⭐ | 35🧑⚖️ |
| Given | 32🗳️ | 38🗨️ |
Interesting idea.
@brian-wurster, yes, unfortunately, I did not have time to add a description of the goal into the game, and I indicated the goal only in the description of the game. I like your thought about the magnetic pull.
@interpol, yes, your speed decreases when you approach the level boundaries, but the speed of sharps and spheres is constant in every point. I tried to limit the movement along the boundaries of the level, since more enemies are concentrated in the center.
* slowing down while close to the edge. Nice touch, brings realism.
* "we must go deeper" thing
Overall a really nice game. Felt like what I was doing mattered, like I really wanted to be the cure.
The thing is, after you get used to the game you just don't die anymore. Is it possible to win emptying all three bars? The slow down at the borders was a bit annoying, but the overall gameplay was smooth and I didn't catch any bugs.
The art is also nice. Very good work.=]
I lost both play throughs I did. The first one quite fast, the second one I was battling the second and 3rd stages for about 15 minutes It was pretty gruelling. And just as I got the second one patched the 3rd killed me. A touch frustrating.
The graphics though simple worked for me. Also the colours I felt were actually pretty spot on for the feel I THINK you were going for. That SAID the bar on the right got me hit more than I needed to be, that whole bar could probably have been considerably thinner and served its purpose - unless it making play mote difficult to the right was actually intentional.
The soundtrack I though worked really well. It had a sense of urgency, which could maybe have been built on a touch more by the narrative - I didn't even realise you were slowly losing if you weren't getting orbs OR hit till half way through my second play.
Theme... I honestly didn't really pick up on any game mechanics that supported the theme specifically. I did wonder at one point if the number of sharps were actually increasing slowly based on the number of orbs I'd collected but I didn't come to any conclusion on that. There were marginally more sharps the deeper you went it seemed and yep, that did make it worse.
Over all I enjoyed it BUT by the second death I was hungering for something to mix up the mechanics a little. Whether it be a different kind of sharp, a slightly different task to go from repairing the holes to curing the sharps, I dunno. BUT - ALL that said - that you got all this done by yourself? Nice achievement dude, VERY nice. :)
@mess110, this is exactly what i wanted! :smiley:
@felipe-guimaraes, yes, you win when all three bars are empty. And this is possible. I tried to design difficulty in such way, that you have to decrease all three holes simultaneously and move between layers continuously. When you close one hole, enemies become faster and the penalty at a collision with them becomes larger.
Yes, maybe the interface looks too cumbersome. I wanted to reduce the player's view to the square, since the level itself is square.
Concerning the theme, I would put it this way: "Bad things grow in your world, and with careless actions you increase their growth". Probably, this is not quite clear about the theme, but it feels close, as for me.
I planned to add different kinds of sharps and abilities for the player, but unfortunately there was not enough time for this.
https://ldjam.com/events/ludum-dare/40/i-am-done-here
@agulev @brian-wurster @interpol @juri @mess110 @beuc
My issues:
* It was too hard to find spheres. Very frustrating to just wander and see nothing. Some indicators at the screen edges would have helped a lot.
* Invisible walls
* Number of enemies felt unfair compared to number of spheres
Good Entry!
Also, an indicator of which depth you're in would be nice, as they do all look similar (but maybe that's supposed to be part of the challenge?). The graphics were all very simple shapes but come together with the music to create a nice mood.
There is a bug in the HTML5 version that if you hold left-click too long, movement just follows the mouse instead of having to click - however, it actually feels nice to control it that way, much smoother.
Overall, I really liked the depth mechanic and this held my attention for longer than I thought it might. It could use some polish though. I didn't end up winning, so I'm not sure if there is any end content that I missed.
@steve-johnson, this is the most frequent comment about frustration in the search for spheres, and I agree, it is really need to add some markers. Concerning the invisible walls, did you mean the boundaries of the level? I tried to denote them with a darker color and slowing down the speed of moving as you approach them. And I think if there were as many spheres as there were enemies, it would be too easy to close holes.
@ciaranw, yes, I will definitely add the indication of what layer you are on. I had this thought, but I forgot it :slight_smile:
@kodiqi, maybe you right about the interface font, but it's not too easy to find the right font for this strange world. But I'll try! And yes, the "health" bars look rather clumsy, I should work on them. I did not plan that players will control the character simply by holding left click :smile: I think this will be fixed.