Blood Money by Imphenzia
I only had 12 hours to spare for this Ludum Dare.
INSTRUCTIONS
Controls: * AWDS to Steer * Mouse to Aim * Left Mouse Button to Fire
How to Play: * Destroy enemy spaceships * Pickup Hearts to gain life * Pickup PowerUps to improve rate of fire / number of weapons / damage
Be Aware! * Your Life is Currency when collecting PowerUps. If you don't have enough life you may die from the powerups. * The number displayed on hears and powerups indicate how much life you will gain or spend
Goal: * Stay alive for as long as possible. Survival time is your score!

Making Of: * The game was made in Unity 2018.3 * The spaceships were made in Blender 2.8 * The textures are photos of the dashboard of my car with colorization Due to severe time constraints for this Ludum Dare: * The sound effects were made using bfxr (https://www.bfxr.net/) * To avoid having no music at all, I used a few arp presets and assembled the tune in 15 minutes (normally I have 3-4 hours allocated to making music)


| HTML5 (web) | https://imphenzia.itch.io/ld44-blood-money |
| Source code | https://imphenzia.itch.io/ld44-blood-money |
| Original URL | https://ldjam.com/events/ludum-dare/44/blood-money-3 |
Ratings
| Given | 0🗳️ | 0🗨️ |
One thing I really liked was how you'd still take damage crashing into the leftovers of a destroyed ship. Only further added to the core risk-reward gameplay that was already being driven by the item system, the health going down over time, etc.
A lot of people seemed worried that this theme was rather confined and that would lead to a lot of samey games. Maybe that's true at a most basic level, but overall I really like that style of gameplay, and I like the way you worked it into your game.
Also the music is fun.
@jjjjason Thanks - I was trying to get the most out of the simple system but I still think it's too easy to dodge everything so I may have to introduce some pattern shooting enemies.
I have somewhat of a beast of a machine as I have just upgraded so I have now idea how this game really performs. Has anyone tested it on low to medium range spec?? I am using primitive colliders for collision detection, probably not optimal for this type of game but I had to find an efficient workflow =)