Interstellar Stupidity by Jono953
Built with
GameMaker Studio 2
FL Studio
LabChirp
Aseprite
for Ludum Dare 42 Compo
When making this game, I decided to place limitations on the sound and graphics of the game. So, the graphics are locked to the CGA 1 High palette, which restricts me to using black, white, cyan, and magenta for all of the graphics in the game. The sound is locked to something close to the Tandy 3 Voice sound card, which is a card that allows for 3 square wave channels. I tweaked the limitations a bit to let me use one of the square channels as a noise channel, allowing for simple percussion. The sound effects are limited to simple one channel square or noise beeps. I'm essentially trying to make this look and sound like a game that looks like it would be played on an old DOS computer.
Any questions? Contact me on twitter https://twitter.com/jono953
Ratings
| Overall | 185th | 3.652⭐ | 35🧑⚖️ |
| Fun | 138th | 3.662⭐ | 36🧑⚖️ |
| Innovation | 538th | 2.824⭐ | 36🧑⚖️ |
| Theme | 583th | 3.048⭐ | 33🧑⚖️ |
| Graphics | 181th | 3.706⭐ | 36🧑⚖️ |
| Audio | 31th | 3.833⭐ | 35🧑⚖️ |
| Humor | 332th | 2.446⭐ | 30🧑⚖️ |
| Mood | 154th | 3.403⭐ | 33🧑⚖️ |
| Given | 50🗳️ | 0🗨️ |
The gameplay was very ambitious too. If you art style had been one that took longer to produce, it might have been TOO ambitious to have enough time to pull all these ideas together, but you managed to make it happen.
On top of that, the game was actually pretty fun and I spent a fair amount of time with it.
If I had to criticize something, maybe the lack of an end goal?
An argument could be made that the ties to the theme where kind of weak. I see what you were doing with the mode where the tiles drop out and your play area gets restricted, but the tiles dropping out wasn't nearly as big a threat as the waves of incoming enemies, so that's what held my focus most. The tile destruction seemed almost inconsequential.
Wonderful submission though. I enjoyed it a lot.
I do have a few complaints, however. I feel that it was a little bit hard to tell what was going on, and what would actually hurt me and what wouldn't. There needs to be some animation of falling through the floor, maybe some pause in the action or other effect when you get hurt, to show the player what is actually happening.
The game is also very lenient with extra lives. I racked up about 10 of them by the time I quit. ALso, I agree with the previous poster about how the tiles felt like much less of a threat then the enemies. Maybe if the game was slightly slower and there was different level layouts? That way it would effect the way the player navigates the level meaningfully, rather then occasionally suprising the player with death.
Overall, though, really impressive, especially the visual style, which, again, you nailed.
Great work!
EDIT: The enemy designs are priceless, btw :P
Good music, nice visuals.
Managed to score 34k before exiting. It feels like it's impossible to lose :smile:
Good job!
Nonetheless, you did an amazing job on the artistic and musical side, so great work !
But I love it. Bravo!

*"The space revenue agency is here to collect your taxes! Defend your wealth at all cost.*"
I had a hard time telling what was going on but for a game like this I don't think it matters too much. It was just fun to spray bullets everywhere. The music also fit the chaotic feel of the game and sounded really nice. You worked really well with the limitations you put on you're self. Only complaint is that while the floor disappearing is a creative idea it doesn't really affect the game too much since the levels go so fast. I never really felt the need to go near the side of the wall.
I also appreciate that the game ran flawlessly on my crappy Windows laptop even when a 100 sprites were coming at me. Lots of pretty simple 2D entries tend to bring this thing to its knees.
It'd be great if you made the mouse cursor better contrast with white tiled floors. Assuming you'd want to keep to your limited color palette, I think a magenta targeting reticule would work nicely.
Quite a nifty entry, albeit majorly confusing with lots of sprites going on. It's really hard to tell things apart when it's getting hectic. What worked really well, going below the center and shoot all incoming enemies. Never had any trouble with running out of space :)
I was unable to move at certain points, and the movement controls occasionally felt unresponsive and sluggish.
I do like that you've made a modernish action dual-stick shooter with these limitations. It feels very nice to play, even if a little confusing.
The spaceship stages were a fun little diversion and a welcome bit of rest from the madness, but the spawn positions of the levels need a lot of work. On one occasion I spawned right on top of a level entry when I exited the previous level, giving me no time to prepare for the next floor stage. 5 times in a row.
Overall I think this is an excellent title and a great example of how to do a retro game right - use modern design principles and limit yourself only to the tech.
My final score was 34765, but I wasn't really running out of lives. I just stopped playing because the game was getting a bit too hectic and I didn't actually know what was going on in the levels, I just sprayed in random dircetions and apparently got enough 1-ups to counteract the deaths.