Sanguinite by Wheffle




Description
Santuinite is a 2D action/exploration game that combines elements of Lunar Lander and Metroid. You must explore each level to find all the sanguinite while retrieving salvage along the way to upgrade your drone. Each item must be lifted back to the dropship, weighing down your drone while you hold it. The more you choose to take from the level, the more numerous and hostile the enemies become.
Levels are procedurally generated, making each playthrough a little different.
Story and controls are provided to you in-game.
Tools Used
- Game Maker: Studio 1.4
- Bfxr (sound effects)
- Bosca Ceoil (music)
- Audacity (sound + music editing)
- Gimp (art and stuff)
All assets are original, as per compo rules.
Development Progression / Showcase Video
https://youtu.be/ZpMRgW0NaiA
About Me
This is my 3rd Ludum Dare, and my 2nd Compo entry. Looking forward to the next one!
Version Information
- v1.0.0 Initial submission (Windows only).
- v1.0.1 Fixed several issues with the HTML5 port and released the web version, fixed a small terrain collision bug.
- v1.0.2 Fixed a bug in item-spawning code that would cause items to not be randomized correctly under certain circumstances (happened especially often in the HTML5 version).
Gameplay in the latest version is almost identical to the original submission, just with a few bug fixes (mostly ones that were made apparent during HTML5 porting). If you'd like to try the original submission instead, you can download it here (windows executable).
If you're on a 4K monitor, it's best to play with the windows executable which can scale up (no fullscreen is available for the HTML5 version due to complications).
Ratings
| Overall | 38th | 4.032⭐ | 64🧑⚖️ |
| Fun | 18th | 4.129⭐ | 64🧑⚖️ |
| Innovation | 293th | 3.282⭐ | 64🧑⚖️ |
| Theme | 244th | 3.629⭐ | 64🧑⚖️ |
| Graphics | 262th | 3.484⭐ | 64🧑⚖️ |
| Audio | 72th | 3.734⭐ | 64🧑⚖️ |
| Mood | 50th | 3.798⭐ | 64🧑⚖️ |
| Given | 59🗳️ | 79🗨️ |
This game done by one person in 48hours with this excellent gameplay, the nice progression, the story, the music and the overall execution is amazing. And, not to forget, the gameplay is also very fun.
The only point I have to critisize is that it is very loose on the theme.
Really impressive!
@gilborn You're right, the execution didn't nail the theme as well as it did when it was just an idea in my head. Randomly got some good ideas *the morning after* for some easy changes to help it hit the theme more squarely. Oh well, Ain't that the way.
https://www.youtube.com/watch?v=cpDcEQaX37U
Thanks for being part of the stream :)
The graphics are not especially attractive, but they are very readable, and the limited animation is effective.
The final stage felt appropriately epic as I blasted off with a screenful of enemies & bullets chasing after me. Excellent work.
I enjoyed this a lot - particular credit for being able to loot my own corpses.
The game was fun, it got challenging but always felt fair and I felt like it was my fault for not being careful enough when I died. Admittedly, I did get stuck on level 3 for a long long time.
Powerups were rewarding enough to go after, and combat was smooth and felt 'right'.
Another great entry by you!
All in all, a great job! I love being able to drag your broken drones back to replenish a life, it's a nice touch.
The story setup for the game was great, and hope to see you continue developing this.
We talked about it on stream, but I'll leave the suggestion here as well. You mention in the description that it was a Lunar Lander and Metriod style. When I saw Metroid, I was thinking at some point I would exit the ship and/or drone as a character to walk around and explore, but that wasn't there. It would be a really cool addition to this, could do something along the lines of how Blaster Master does it.
I reckon the area of effect weapon doesn't really show properly the actual area, at least not the upgraded version - enemies were dying from it way further than the circle and I would actually like the starting are of the weapon to be bigger (or maybe I just thought so 'cause of the circle), but at the start it felt too risky to use it properly. Later on, I actually didn't need it at all as I was just breezing through the later levels being a complete murder machine. That's probably my mine issue - it was too easy and I was a bit sad I didn't see a final boss as I was expecting it when delivering the artifact. In any case, I had good fun.
**@mrnyarlathotep** Yes! Solar Jetman! I played the crap out of that game as a kid and it has had a huge influence over most of the games I make. I loved the exploration and weird places that you were able to find in that game, and the sense that you were truly in an alien place.
**@honest-dan** I have gotten feedback more than once that the LD theme wasn't the overwhelming theme of the game. I do agree. In my head it seemed like a perfect fit, but after execution it kind of lost a little bit of that connection. Something to keep in mind next time!
**@pcmxmx**, **@serpentworks-games** Yeah, I tried to balance the music/sounds relative to each other, but I didn't think about balancing them with the OS or other applications. Next time!
**@burgee** Great to see you again and be feedback friends! Thanks for checking out my game! I loved what you guys did, seems to have taken off quite a bit! Well deserved.
**@manbearedgames** Thanks so much for checking it out on stream! It is both very informative and highly entertaining to watch streamers play your game. I think that's an incredible idea, and if I move forward with the game there's definitely a chance that'll end up a feature!
**@secretpocketcat** Thanks for checking it out! I agree that the game is generally a bit easy. I didn't leave a lot of time for balance testing, and I leaned toward making it easier because I was afraid of people hitting a difficulty wall before playing too much. Also the difficulty can vary a bit depending on your salvage luck. A true final boss would have been awesome too. All time management issues on my end! Thank you so much for the critiques and just taking the time to play!
**@arron-fowler** Thanks for playing! Out of curiosity, what made you hesitant about the game at first glance? I consider first impressions and presentation part of the challenge, and would love to improve in that area!
The art is basic, but still charming and oldschool. I am not sure the yellow blast effects really gave me a good sense of functioning as hitmarkers though. And I couldn't visually tell that I was hitting my enemies well either.
I see in the video that @togis linked that there are sound effects, but I only get music in the web client and no sound effects at all.
Overall a solid and fun entry!
the same proportions.
The sound effects are nice and oldschool, and you seem to have implemented them for all the important feedback.
Reminds me a bit of Risk of Rain, love it! :clap:
I think the difficulty of the game is quite weird. Sometimes, a lot of enemies just spawn. Other time, it's too easy. Especially since the power up are kinda OP.
Overall, great game :)
Like the mechanic for getting lives back if you carry a broken drone to the ship.
Also a lovely bit strategic depth there, as you have to drop your cargo to do a blast.
There were a couple of glitches though. Sometimes I would have several nodes of ore and a bonus spawn on the same spot, so I would have to drill one, and as I tried to pick it up, I would just start drilling again, becoming a sitting duck when I least expect it.
And the difficulty curve is a bit too steep IMO... first 3 levels are easy, and forth (or fifth? O_o) one is just hell with enemies swarming you dead before you can finish drilling (mostly because you can't dodge enemy shots while drilling and there kind of a lot of shooty-squids spawning all the time.
I found really cool that you could get your disabled drones back to the ship. On the downside, that can be exploded a bit: at some point, I self-destroyed an almost dead drone close to the ship so I could easily bring it back. On the bright side, you can't always do that as you actually need to go to find stuff, and you can indeed die in difficult-to-retrieve places.
The last level was kind of underwhelming in the difficulty. I think the danger should be at max since the beginning of the level in that one.
The music is great, but maybe a darker music (like the one that plays during the Story) would fit the game theme better.
That's it. I cannot give you too much more feedback simply because I enjoyed the game a lot. Congratulations on the great work!