Wildest West by Shelvid
Test your reflexes and aim in this duel game.
Bullets ricochet off the fences but beware, more bullets you have more dangerous it is for you! your bullets damage you.
There was some code error that made game unable to be played. had to fix it and update link, hope it isnt breaking rules :)
Battle 2 very difficult bots and see if you can prove your worth!

Ratings
| Overall | 372th | 3.325⭐ | 22🧑⚖️ |
| Fun | 453th | 3.025⭐ | 22🧑⚖️ |
| Innovation | 253th | 3.35⭐ | 22🧑⚖️ |
| Theme | 467th | 3.125⭐ | 22🧑⚖️ |
| Graphics | 82th | 4.025⭐ | 22🧑⚖️ |
| Audio | 289th | 3.079⭐ | 21🧑⚖️ |
| Humor | 336th | 2.656⭐ | 18🧑⚖️ |
| Mood | 214th | 3.342⭐ | 21🧑⚖️ |
| Given | 11🗳️ | 13🗨️ |
Also, I'll never get tired of low-poly plus good lighting. Love the visuals.
The only nitpick I have (and this might be a bug) is the teleportation of the AI. I feel like it is a bug, since it seems like they're rolling, but the rolling animation doesn't play (they just jump to the target location).
Ludum Dare is always a great opportunity to learn (I use it for that, at least) and it can be very difficult sometimes, depending on the complexity of your idea. From what I could see, the gameplay is simple, although interesting. I can see some adjustments, tough:
- when the player reaches the mouse cursor, it starts jittering (trying to look to its own position)
- I think the bullets would ricochet better if they collided with "smooth" fences, and not with their mesh collider (that's how it's happening, right? for is what it seemed to be)
- sometimes, your enemy's shots hit him before they come out of the revolver (I think they could be instantiated a little farther from the barrel of the gun)
Overall, it's a well made game. Congratulations!
1.When you are rolling,you can just shoot in your character facing direction.
2.You can't aim very accurately,may be you just need to replace the cursor image.
3.Collision is a little confusing,some times i thought i won't get hurt,but i did.
This is still a very interesting game,and i believe you will keep polishing it.
1) I never really got to get my character to reach cursor so that was not expected :P
2) There are invisible smooth walls, its just that mesh is there for decoration :) I'll definitely try to upgrade map by the time goes, really had fun working on this project!
3) Enemy bullets don't harm enemy himself.
Thanks a lot for the comment!
1) Agreed, it is kind of annoying and will definitely fix it in future. was rushing to get game published before deadline :)
2) Cursor really needs custom image, i agree.
3) Hitboxes really do need adjusting, i agree.
Thanks for all the suggestions, will definitely work on fixing them and yes, i will continue polishing this game as it was huge fun working on this game!
Pity choosing the humor and mood categories.
Nice job!
Come check out my game if you like!
https://ldjam.com/events/ludum-dare/40/virus-detected
I think the difficulty of the boss is too dependent on the fact that it can teleport. Sometimes the boss teleports very often, sometimes they will walk for a long time. Sometimes, the way they teleport seemingly chases you down, making it difficult to shoot at all or even dodge because the boss is so close. Sometimes, the boss just teleports on top of you and shoots you immediately!! Grr.
It would have been better if the boss actually had a roll animation, or if they would roll out of the way of direct shots to force you to make dangerous ricochet shots. As it stands now, you don't really have an incentive to try to make those shots because the boss might just teleport out of the way! So 90% of the danger is the enemies' shots. I don't think you can have more than 3 shots on the screen at once, so you aren't much of a danger to yourself.
The controls of the game are a little weird. I'm fine with the way that it's entirely controlled by the mouse, but the collision is definitely a little off (especially rolling along fences) and your aim seems to be not quite where your mouse cursor is. Another issue is that if you try to fire right after rolling, you'll instead fire the direction you were facing while you were rolling, which makes the aiming feel more unresponsive than it actually is.
That's the major stuff, here are some minor points.
You can fire a shot and then immediately roll into it and damage yourself, which maybe shouldn't be possible? Like, maybe if the bullets were faster. Though the game might get pretty crazy then.
Maybe it's just me, but it took me a few rounds to notice that my shots bounced off the boss. I just didn't expect it since if any shot hits me, it disappears.
Separate SFX for you being hurt and the boss being hurt would be nice. Sometimes I wouldn't know who got hurt.
The bosses have 1 or 2 more HP than it actually displays at first. Like, the first boss has 10HP, but the first time you hit it, it will still say 10HP. But then the next times the counter will go down like normal. I just thought the collision was just bugged the first few times I noticed it, but it's definitely the case that bosses have more health.
But there's a really cool idea behind this game. Also, if you keep developing this, definitely add a multiplayer feature if you can! That would be siiiiiick.