Dr. Lud Umdare's Revenge by KunoNoOni
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Please Read Below
This game contains a lot of flashing and may cause seizures. The first page of the instructions has the health warning that I shamelessly stole from Sony.
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You have infiltrated Dr. Lud Umdare's secret lab. You must find the bomb and dismatle it before the good doctor decides to detonate it and destroy the world!
The suit you are wearing is very special, if you pick up some Quantum Energy Balls you will be able to upgrade some stats as well as the number of bullets the suit will shoot. Press the SPACE BAR to access this upgrade menu. There is one thing I should mention, while you can use these Quantum Energy Balls with the suit there is a cost to so this and it is a percentage of your lifeforce. The good news is the suit will not allow you to use all of your lifeforce if you don't have enough.
I mentioned the suit can attack, where ever your mouse pointer is when you click the left mouse button is where the suit will attack. As you move about the lab you will find robot guards, a special shield to protect you and some salve to heal your lifeforce. You will also find keys hidden in different areas you can use on the locked doors.
Arrow Keys to Move Mouse to aim/ LMB to fire. There is no special crosshair for the mouse pointer. Space to open the upgrade menu.
The flashing yellow graphics are Electric Walls. Touch them and you die. They are a little forgiving in their collision detection though.
Find the 3 colored keys that correspond to the colored doors to open them.
Good Luck and Have fun!
Continue reading if you are interested in some insight into the game.
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NOTES:
I had a very grand idea for this game and it fell short by a mile, not because the grand idea was too large. In all honestly the idea was very doable in 48 hours. I originally wanted 4 levels with 16 rooms each. To create all of those rooms should have taken me no more than 4-6 hours but I didn't get to make the rooms until 3 hours before the end. I spent WAAAAY to much time figuring out solutions to problems I never should have had and I didn't get them all solved. So I had to cut things. I made one level that has repeat rooms. I only used 1 enemy of the 3 I had made and tested with. Because the game only has 1 level it kind of makes the upgrade menu I made useless, its there and it works though. I was able to get some sounds and music into the game as well as a win and lose screen.
So please enjoy my creation, but know I had planned for something much more entertaining.
Oh and I know I could have switched to the Jam, but I have work in the morning and wouldn't have had the time to work on it. Besides, for me Ludum Dare is the Compo.
Ratings
| Given | 21🗳️ | 24🗨️ |
Everything kills you with 1 hit, so in my opinion there is little risk in sacrificing life for upgrades.
One thing to improve - the walls look more like boost panels than hazards IMO.
Nicely done! I will admit to dying due to my own carelessness in walking too fast upon entering a new screen. Dr. Lud Umdare strikes again!
It sounded and looked ok but there were some minor issues... like the use of space here:

Unity canvas has this option to scale with screen size, would have worked fine here.

Also, sprinking in the controls on a wall of text isn't too fun. Should have had the lore text first and then the controls in a clear and separate section afterwards or something like that. And the whole epilepsy warning was kinda meh even though it maybe was needed because of this...

And the gif doesn't even give full credit to all the blinking and flashing that happended there (each time I opened a door) because the low framerate. Also had some z-ordering issues. Usually it's best (in isometric-like games) to order sprite layers based on their y-axis coordinate.

But yeah, it would have needed some length and difficulty to allow the upgrade system to actually kick in. Like first of all, make the enemies (if you can even call them that) move and be more threatening. Bullets would need more speed then though. The instant kill walls seemed unnecessary too and obviously a faster way to restart after death would be cool instead of needing to go through the whole menu.
Anyways, good job!
I think it will feel a little better if you make the projectile travel faster than the player :)
As others have mentioned, difficulty was pretty low once you figured out what could kill you, so in the end I didn't really need to use the upgrades. Despite this, controls worked well, I liked the graphics and you packed quite a bit of features here.
My only nitpicky bit...I was at least as fast as the projectiles, so I could shoot and then walk on top of them. It's not a bug or anything, but I found it odd.
Congrats! :smiley: