Collateral Damage by almost
A top-down shooter where you pilot a heavily armed ship and defend a pair of planets from alien invasion.
WASD to move, Mouse to shoot.
There is no win-condition, but after 13 level-ups the ship stops changing.


Tools used: * Unity * Pyxel Edit * Bfxr for sound effects * wwwtyro's Planet generator * Abundant Music * 29a.ch Neonflames for the background
| HTML5 (web) | https://almost.itch.io/collateral-damage |
| Windows | https://almost.itch.io/collateral-damage |
| macOS | https://almost.itch.io/collateral-damage |
| Source (Github) | https://github.com/AlmostMatt/LD40 |
| Original URL | https://ldjam.com/events/ludum-dare/40/collateral-damage |
Ratings
| Overall | 318th | 3.419⭐ | 45🧑⚖️ |
| Fun | 254th | 3.453⭐ | 45🧑⚖️ |
| Innovation | 527th | 2.756⭐ | 45🧑⚖️ |
| Theme | 402th | 3.314⭐ | 45🧑⚖️ |
| Graphics | 391th | 3.167⭐ | 32🧑⚖️ |
| Audio | 357th | 2.857⭐ | 44🧑⚖️ |
| Mood | 448th | 2.869⭐ | 44🧑⚖️ |
| Given | 40🗳️ | 61🗨️ |
@colossal-gnome: Yea, playing a on a trackpad is pretty tough. Aliens attack the planet periodically when they are near it.
Nice upgrade system, which fits the theme very well.
Great job!
And all that despite some not-awesome things: The music... It's there, but it's a bit annoying and jarring against the atmosphere of the game. The controls are tight and good but feels so wrong - it's a spaceship-looking-thing that behaves like a top-down rambo. That feels so weird. I'm sure you could get controls that felt good while behaving more like a spaceship.
But again, despite all that, I really like the idea and it plays quite well :)
Edit: I also figured out how to publish a WebGL version on itch.io. Downloadable versions are still available lower on the page.
My only issue with the game is that level ups felt inconsistent. I don't have a problem with the backwards firing bullets (fits the theme well along with the friendly-fire!) but losing the ability to shoot backwards with on level up only to regain the ability with another level up feels... awkward. Solid entry, otherwise!
The various upgrade types all felt powerful in their own way, and worked quite well as "giving the player enough rope to hang himself", with the double-directional fire as an almost literal double-edged sword.
The effect where the enemies circled the planet, continuously damaging them, was a very hard state to get out of, without accidentally killing your planet as well. Which might very well have been your intention.
Having gotten my space pilot training from games like "Star Control", I had some difficulty adjusting to the "A D to strafe, mouse to rotate" controls. But somehow this just served to underline the theme. The combat felt good otherwise, especially with some of the more effective weapon upgrades.
The music was okay, although I didn't think it fitted the genre very well. Meanwhile, the art was clear, and the target markers worked well, in allowing the player to hunt down the threats.
A solid game!
>Defending my worlds!
>Oh no... Another "reward".
>Oops... Friendly fire...
With more level design (more or less planets, ...etc) it could be a great game !
If I make a postcompo version I'll experiment with a few more control schemes, and maybe make it so the guns and ship model can rotate separately. Another option would be to make the player always face the same direction (like in Galaga or a Bullet Hell game) and replace the planets with something else that you should not shoot.
Everything else is good! Hope you'll add mode dangerous aliens later.
I was wondering about the theme integration up until the point that I friendly fired myself into a game over - nice implementation of making what seems like an obvious improvement a double edged sword.
I'd also like to comment on your oil-painting-esque space background; its a nice aesthetic you don't see too often (and I say this as someones whos made a bunch of space backgrounds in previous LDs)
The gameplay is very solid and the controls are tight enough to play the game skillfully. I think the idea of having increasingly powerful weapons as a curse is quite nice. My favorite was the machine gun, afterwards it just becomes harder and harder. At the four-way gun my luck left me and the planets exploded.
One thing to note about presentation, the bottom enemy indicators may have better been off above the energy bars instead of below. Alternatively the energy bars could have been placed outside the game window, or even integrated into the game itself (e.g. circular energy bar around the planet). Often I overlooked the arrows and missed an enemy wave. Also I'm not sure if it's my lacking attention, but I had the feeling that for some waves there were no indicators, which felt a bit frustrating. Maybe having them blink for a few second as a new wave arrives may have shifted attention to this very important aspect more clearly.
For my taste, the sound effects were good, but I think having proper explosions except of blips may have been more fitting. Also a game like this begs for screenshake and excessive particle effects for explosions. Look at @terracottafrog's work for reference, he uses these two concepts in tandem masterfully.
All in all certainly one of the better games that I have played, great job!
I used https://29a.ch/sandbox/2011/neonflames/# for the background, which is a mix between a generator and a paint program. I added a few other 'tools used' links to the description.
I agree that the xp and health bars should probably move and be smaller, and that my sound and visual effects could have been more flashy. I should also probably have added a sound or flashing visual when a wave first appears.
The forward + sideways + backwards ship is pretty much the final form. The weapons change slightly after that but they continue to face the same 4 directions. At this point the game becomes extremely difficult, so I expect that this is when many players will be ready to give up anyways. If I had more time I would have liked to have added some short-range backwards weapon so that the change from no-backwards weapon to a long-range backwards weapon wasn't so sudden.
You definitely nailed the controls and the upgrades are a great additions.
I didn't like the music very much, specially the way it starts, but I understand this may be a bit personal. I would discard the first 30 seconds and/or increase the tempo, this is a space shooter, not a space funeral (although if you could see me play, I really died a lot on this one, but I kept playing).
Thanks for making this, I had fun :)
First few levels of guns was very fun. I wish to see there tons of enemies spawning from every side, it would be awesome shooting them with high fire rate :)
Also funny idea to make uncomfortable weapons which hits obects you should defend.