Armed Descent by Acr515
Hey! If you're reading this, I suggest checking out this post (https://ldjam.com/events/ludum-dare/40/armed-descent/$70636) after you play!
Armed Descent is a game about the player who must descend as far beneath the evil headquarters as they can! However, there are hostile, armed robots who block their path. The player must use their trusty revolver to fend them off!

There's just one catch: Additional ammo you pick up along the way reduces your maximum health. How far down will you go?

Features: - Weapon upgrades as you progress - Graphics, sound effects, and programming all done by one single person - Filing cabinets to blow up - 12 levels (I wish I could've made more!) - Chocolate bars - Thanks to Ozzed for his music
Here's a full list of changes for each version: Version 1.0.1: - Fixed a bug where health was not displaying properly - Fixed a bug where the player started the final level with only the bullets received in the previous level - Fixed a bug where skipping the beginning scene with the sound effect playing would not stop the sound effect
Version 1.0.2: - Added difficulty levels: easy and standard. Standard is the normal 72 hour experience unchanged, while easy is an easier version of the game - Fixed a bug where mapping the reload key would have no effect (thanks @pcmxms for finding this)
The original game is still available to download if you wish!

(apologies for bad GIF quality)
Also, this is my first ever Ludum Dare!
NOTE: I STRONGLY recommend you download the Windows version as opposed to playing the HTML5 version as that version has underwent much more thorough testing. But, if you're lazy like me and would rather play it online instead of downloading some silly file and having it clutter your Downloads folder, then I completely understand, but just keep in mind there is a greater chance for unexpected behavior when playing the online version.
Ratings
| Overall | 255th | 3.762⭐ | 44🧑⚖️ |
| Fun | 74th | 3.976⭐ | 44🧑⚖️ |
| Innovation | 698th | 3.037⭐ | 43🧑⚖️ |
| Theme | 664th | 3.326⭐ | 45🧑⚖️ |
| Graphics | 581th | 3.488⭐ | 44🧑⚖️ |
| Audio | 273th | 3.538⭐ | 41🧑⚖️ |
| Mood | 395th | 3.5⭐ | 42🧑⚖️ |
| Given | 50🗳️ | 41🗨️ |
I'm going to rate you 5 stars in everything EXCEPT audio because, even though the SFX were amazing, I think reloading and empty clip when trying to shoot sounds are essential in this kind of game, and they were missing.
Some things you might want to know in case you didn't notice: if you overlap one of the enemies that shoot, he just stays there and can't damage you. If you alt+enter and go fullscreen, the game doesn't resize properly and the UI doesnt work properly (couldn't select the options properly on fullscreen, for example).
One of the best games in this jam, congratulations!
edit: another thing I forgot to say. Usually the bullet counter is like "bullets loaded/bullet magazine", but in your game it's inverted. It's not that big of a deal, it's ok to be different, but IMO it would be better if it followed tradition :)
My only issue would be that the robots' bullets were quite difficult to avoid the first couple of games, perhaps a mix of their high speed and small size... But otherwise the gameplay was great.
Good job! :D
I like the little detail of shooting the file cabinets. This fits perfectly with the theme, but why is it when you get ammo it lowers your health?
Anyway, I like it.
The theme felt a little tacked on because there was no real reason or explanation why ammo reduces your health and since you actually need the ammo, there is no real choice there.
Other than this minor gripe, it is really good!
The main issue I found is that it felt that the number of levels you could do were mathematically limited. Going with the idea I'm not sure of the best way to fix it. It would probably be best to make it more of a balancing act. Getting ammo decreases your health, but getting a debuff increases it again? I don't know, but there is some room for expansion there.
One of the parts I enjoyed most was the gun reloading. The animation was simple, but wonderful. Maybe you pulled it from somewhere, but it felt really innovative to me. I also found that I could get the robots to shoot the cabinets to find me treats without me spending ammo. That was nice too.
Nice with a top down with limited resources, so you actually have to aim.
Good work!
I didn't feel like I could not pick ammo, as I was missing too much in killing them and I kept having low ammo. Maybe have even more available ammo or being easier to kill the enemies would help.
I liked the coin and gun reloading animations, and the enemy AI was well implemented.
Overall nice work :)
PS: Your "reconfigure keys" is not working (HTML5 version).
EDIT: What exactly are you experiencing that is wrong with it?
If this was your first Ludum Dare, congratulations, but a bit of house-keeping first. I see a few comments saying that the game was a little difficult. This is a big consideration for when making the game, when you spend hours making your game, it starts to become second nature thus becoming 'easier'. To a new player, they are seeing the game for the first time so things such as the controls and the mechanics of the game will take time to get used to. That's why some may say it's hard. So playtest, give the game to family/friends to test it out, see what their response is and adjust the game accordingly. I'll stop rambling. This is a great game, would love to see the evolution of the game. Congratulations! :smile:
That being said, I'm a bit more critical than some of the other commentors here. I know I'm going to sound harsh, but I'm only trying to make this game the best it can be. I know it's tough making a game in such short time, and it's even tougher to make one with 12 levels. So, in no particular order, here are some of my thoughts:
-The game's regular difficulty is way too hard; I think this might be because you have 8 bullets, the enemies take 4 to kill, and you almost always face them 2+ at a time. So any missed shot means you have to sit and reload while an angry enemy charges at you.
-If you run out of bullets and ammo pickups, you're pretty much defenseless. I think there's one level where the exit locks until you defeat all the enemies? That wouldn't be very good. I feel like you should have some backup melee just in case.
-On the level where you first get the key, the disappearing blocks are almost all off-screen, and the ones that aren't are obscured by the GUI. Those blocks should be front and center to show what the key does (granted, it's easy to figure this one out, but keep this in mind for future jams)
-The time between game over and retrying is too long
-There has to be a better way to show that you're losing maximum health when you get some bullets. Maybe shorten the health bar when you pick up ammo instead of rescaling the green portion?
-Similarly, there has to be a better way to show ammo count, and for differentiating between ammo in your gun and ammo in reserve. Maybe make the active ammo bigger? And shown with bullets drawn on screen?
-I hate level three. The fact that those guards can spot you as soon as the level begins is incredibly cheap.
Also, I got this error on the first level with the laser turret (version 1.02). Might be because I destroyed the turret on the same step as it shot? I know that's a common error with GameMaker.
##############
FATAL ERROR in
action number 1
of Step Event0
for object obj_playerArm:
Variable obj_laserTurret.ignoreRange(100008, -2147483648) not set before reading it.
at gml_Object_obj_playerArm_Step_0
#############
Again, I hope I don't come off too critical here. I think you made a pretty great game here, but with a few minor tweaks, you could have had an incredible one.
I did also consider adding a melee weapon, but I barely even got the game out; I made the last 2 levels without even testing them because I was running out of time. If this game continues to evolve I will make it a priority to add that.
Also, thank you for bringing that error to my attention. I'll be looking into it as soon as I can!