Slaughter House by masterkrepta
Created in 72 hours for Ludum Dare 42 (August 10-13th, 2018)
Theme: Running Out of Space

Gameplay
Animals will come at you in endless waves. The corpses will start to pile up.
Shove them into the meat grinder to and get points.
The Meat Grinder will go off every 30 seconds
Push the corpses into the meat grinder before the time runs out buy some breathing room and score.
Control
WASD to move
Mouse to aim
Hold Left click to fire
POST JAM FIXES
Thank you everyone who has already played for your feedback. I have taken a look at the collider issues and found that while the dead animals are not able to hurt you.. the colliders on the ones still alive are so large they stick through the dead ones as they push towards you. This is what was causing the damage from nowhere. (also the cow had an attack size almost as large as its whole body)
All damage collides have been reduced in size Also note the side rails the player cannot move through now affect the animals as well, so the "Herding" mechanic now works as I originally intended. UI enlarged slightly.
Music
"In a Heartbeat" Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 License http://creativecommons.org/licenses/by/3.0/
| Windows | https://masterkrepta.itch.io/slaughter-house |
| Original URL | https://ldjam.com/events/ludum-dare/42/slaughter-house |
Ratings
| Overall | 1061th | 2.921⭐ | 59🧑⚖️ |
| Fun | 921th | 2.893⭐ | 58🧑⚖️ |
| Innovation | 1000th | 2.755⭐ | 57🧑⚖️ |
| Theme | 952th | 3.009⭐ | 58🧑⚖️ |
| Graphics | 962th | 2.86⭐ | 59🧑⚖️ |
| Humor | 356th | 3.046⭐ | 56🧑⚖️ |
| Mood | 853th | 2.806⭐ | 56🧑⚖️ |
| Given | 57🗳️ | 58🗨️ |
Keep it up
Good Luck🍀
Also, if I try to move animals to grinder I will get attacked. There should maybe be some time before next attack so you can push at least some animals to grinder?
I'd like to see the colliders reduced in size because you take damage when the animals are still a distance away from you. Pushing the animals into the grinder could be a bit more player friendly as well. Also the text elements of the UI looked small compared to the health/lives when playing in 4K.
There seems to be a spawning bug when you play after seeing game over. Nothing would spawn for me unless I exited the game and started it again.
Nice submission!
Good job getting a game like this made within the deadline, would have liked to have seen a score table of some sort to close the game loop and give me a reason to replay.
Please do check my game maybe you’ll like it and leave some feedback.
Good luck, Don't forget to take a look at ours if you don't mind and see what it's like when we just focused on graphics in this game jam!
Game Link: https://ldjam.com/events/ludum-dare/42/spacelab-42a
I have a few critiques on little stuff:
- The gun feels a bit limp. I held the button the entire time. The screenshake on the gun shot is a nice idea in theory, but in practice because I am holding the button all day this screen shake doesn't "feel" like anything, it's just a nonstop pulsating camera, which didn't feel very nice to me. I think this may combine with the way the gun doesn't recoil and shoots really tiny bullets to disassociate the screenshake from the act of shooting.
- The main mechanic of pushing the animals into the grinder to reclaim space is a really cool idea. I like the way it combines the sick narrative with strategic concerns: do I position myself to handle the waves, or to claim space? However I didn't feel like you capitalized on this potential in your idea. When attempting to push animals into the grinder, I found it too awkward. I would push in the few seconds between waves, but the circle colliders (I assume?) would slide off to the side unless I was exactly perfect. I just never got good at pushing animals in, so I basically abandoned the main idea of the game and simply didn't do it. I think the way the grinder "disappears" corpses instead of rewarding me with the spectacle I expected was another small reason I felt it wasn't worth doing. Since you have the bullets blocked by corpses, maybe you should make it so that the gun itself is a handy way to push corpses in. Another way is to prevent them from sliding off to the side so easily when I push them... for example by changing them to square colliders with rotation prevented maybe? Or maybe there is another button to kick corpses a bit. I feel something is needed to make it feel more fluid, fun, and effective to move the bodies.
So cool idea for the theme, fun sick theme, and I appreciated the details like blood splats and other juice, but I couldn't help feeling like this had even more potential. (I played only the jam version).
Oh - also, I totally walked myself into the meat grinder just as it went off, which was a hoot!
Thanks for playing