Devious Plant Commando by Marcenat
A top down shooter were every time you hit an enemy with a gun, it get stronger and resist more to this gun. You may switch guns to avoid running out of power !
Builds for Windows, Mac, Linux and even music available at: http://gamejolt.com/games/DeviousPlantCommando/272974
Edit : I had some trouble with the Linux build but it is fixed now.
Edit : Beware there are not many ammo in the game, manage your bullets wisely ! The end is in the room after the big purple plant (didn't have time to set up a proper ending, sorry)
Source code at : https://github.com/AdrienMarcenat/LudumDare39

Ratings
| Overall | 197th | 3.533⭐ | 32🧑⚖️ |
| Fun | 106th | 3.655⭐ | 31🧑⚖️ |
| Innovation | 527th | 2.621⭐ | 31🧑⚖️ |
| Theme | 624th | 2.483⭐ | 31🧑⚖️ |
| Graphics | 298th | 3.367⭐ | 32🧑⚖️ |
| Audio | 98th | 3.571⭐ | 30🧑⚖️ |
| Humor | 238th | 2.63⭐ | 29🧑⚖️ |
| Mood | 182th | 3.345⭐ | 31🧑⚖️ |
| Given | 28🗳️ | 33🗨️ |
> There is no data folder
After renaming the test_Data to Data it fails with the following message:
> Unable to load mono library from /home/gagapete/.config/game-jolt-client/Games/DeviousPlantCommando-XXX/default-XXX/Data/Mono (x86_64)
> Failed to load mono
If you need help testing and/or debugging feel free to contact me on GameJolt.
The music was composed with musescore 2
> Certain Bug Fixes are allowed. You can’t add new features, but if something broke or didn’t work correctly as you were finishing up, you can fix this after the deadline. You are asked to highlight the changes you make in your submission (a short change log). You probably wont get a 2nd chance with some players, but at least it wont be a problem for future players.
> ([Source](https://ldjam.com/events/ludum-dare/rules))
Cool song, but the guns were a little bit too loud compared to it (tuning them down just a little would make it better I guess).
The only thing I missed was some sort of melee attack. (I ran out of bullets faaaaaast).
(the walking controls felt a little bit floaty when transitioning rooms, was that intentional?)
- i think movement should end when you release the button - I think Input.GetAxisRaw() instead of Input.GetAxis would be only change you'd have to make
- its nice that you added so many weapons, but when picking up new one selected weapon changes to next one (ie. pistol to shotgun, shotgun to flamethrower) not to this being picked up.
- I guess I made it to the end, but im not sure. I killed big purple guy, got to next room and there was nothing there. Something like that writing on floor at the beginning would be enough to indicate game end
So just few minor things and I think the game would play much better. Overall well done, cheers!
I really like the music. Adds to the tension.
Steering and shooting is user friendly.
As a wise man has taught me (and I never really listened) - make the bullets obscenely big. Players like to see their shots are meaningful. And in this case it'd be easier to get a feel for a weapon range.
I wondered if plants return to their original spots if I leave the room - didn't notice them doing this (good :) )
Transition between rooms - there is a moment of darkness. not sure if intended. Not a biggie though, not affecting gameplay.
I would have really appreciated some indication that the room after the boss was the ending (even some text written in the room would have been fine), because I didn't notice that I finished the game until I came to this page.
The tutorial part was much appreciated ;)
The choice of available weapons was good.
I appreciated having to choose between using up my amo, or trying to avoid the enemies.
The graphics were not bad, but the graphic style vary too much from a sprite to another.
I reached the boss but ran out of ammonition before he was down. I guess you can rush through the levels without shooting most of the plants to keep enough ammo for the boss? One thing I disliked was that picking up ammonition automatically reloads the selected weapon, resulting in accidentially picking pistol rounds when I needed the shotgun. :smile:
What I really liked was the concept, it is a very interesting use of the theme! I probably wouldn't have noticed it if I didn't read the description, so it would have been nice to show it in a more obvious way in-game.
Good work!
Cool graphics as well!
The controls were intuitive and simple. But I found something frustrating: after a shot (with most weapons), there is a small reload time during with you can't shoot. I would have liked a visual indicator to know when I will be able to shot again (for example you could have greyed out the gun on the right).
I liked the fact that the more you use a weapon, the less effective it is. I found it out on my own, but only after some time. Maybe there could have been a way to teach it to the player? (Not easy if you want to avoid annoying text tutorial, I have to agree)
I ended up dying a lot, because I was saving the healying box for when I really needed it... But I never noticed I was in low health until it was too late ! ^^' Again, maybe an indicator, like adding a red filter, turning the health bar a different color, or having your character flicker, could have helped?
Anyway, great job, and I hope you'll participate in the next jam! :)