Shape Invaders by famer
Little space-invaders-kind-of game with novice graphics and sounds.
Move with left and right arrow, shapshift with up and down arrows
Shoot with left control or space.
This was my first time drawing pixel art and creating sounds with a tracker so I focused on mostly on that. I'm a programmer by trade and it was nice to do something different for two days.
Move with left and right arrow, shapshift with up and down arrows
Shoot with left control or space.
This was my first time drawing pixel art and creating sounds with a tracker so I focused on mostly on that. I'm a programmer by trade and it was nice to do something different for two days.
| Web | http://henriviitanen.net/shapeinvaders/ |
| Source | http://henriviitanen.net/shapeinvaders/ShapeInvaders.zip |
| Original URL | https://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=90777 |
Ratings
| Coolness | 14% | 2155 |
| Overall | 2.53 | 884 |
| Audio | 2.67 | 476 |
| Fun | 2.81 | 683 |
| Graphics | 2.73 | 616 |
From a usability point of view it would be nice not to have to use the mouse on the post-game menu since I'm playing with the keys the rest of the time.
Minor grip (probably bug):
The base and fast shapes allow you to keep spacebar down while moving and in shape.
The big/slow shape prevented you to go left while doing the same (but right was ok for some reason).
Otherwise, kudos :)
Make collisions more forgiving -- I tended to die "unfairly" by hitting enemies that I thought had passed me by.
I think it generally would have been better if the screen were narrower, so I could cover it a bit more easily, or else if the enemies descended more slowly. I didn't like the laser weapon very much because it seemed like it had to be held on the enemies for too long to kill them than was effective. I'd always have to move to try to hit other enemies, only to find that I didn't laser the first enemies enough to actually kill them, and then they were still a danger.
The game also doesn't seem to really get any more difficult, at least as long as I managed to play. I just died, usually unfairly due to a collision that felt like it should have been a near miss, or I'd laser a column only to have it survive and become an obstacle that prevented me from moving freely, etc. and died pretty quickly. A little bit better balance and a challenge curve, and it could be really fun.
I really liked the main theme and it was suitably 'game overy' on the game over screen too. However, the track played during the game was something of a funeral dirge and didn't match the feel you were trying to create with the art and gameplay. Additionally, the fact that it was drowned out by the sound effects made it difficult to hear.
Graphically it's very pleasing, however, a big nitpick I have with games that use pixel art, especially if the sprites are any smaller than 32x32, is that pixels shouldn't partially overlap or 'slide'. Pixels are supposed to be atomic, therefore when you see them moving cleanly it breaks the visual style that the art style possesses.
Individually, however, I liked the bold colour palette you went for, each sprite is nicely made. I see you spent a lot of time working on the explosions and they look absolutely great.
Overall, solid entry given your background. It's always cool to see LD participants trying things outside their comfort zone and pushing themselves to learn, so commendations there.
(Just as a sidenote, two bugs I caught: 1) the score doesn't reset between tries and 2)if you click the menu button in the game it layers the game over screen on the menu screen)
There also seems to be a significant bug where game state (score, enemy speed) doesn't reset when the game is restarted after a loss.