OVERWHELM by randomnine

- Enter the hive that troubles us.
- Retrieve five power crystals from its darkest corners.
- Return to the core to begin the self destruct sequence, destroying the hive.
Retrieving crystals awakens the hive. The more crystals you collect, the more aggressively the hive will respond.
POST COMPO FIXES:
Some browsers don't support the TAB key or the right mouse button. This breaks the game in those browsers, so I uploaded new builds (Flash + HTML5) that use different keys. You can also play the original 48h upload, but please switch if TAB or right click don't work for you. :heart:
| Flash (web) | http://wootfu.com/ul/LD40/fixed/ |
| HTML5 (web) | http://wootfu.com/ul/LD40/fixed/html5/ |
| Flash (web) | http://wootfu.com/ul/LD40/ |
| Original URL | https://ldjam.com/events/ludum-dare/40/overwhelm |
Ratings
| Overall | 59th | 3.94⭐ | 27🧑⚖️ |
| Fun | 180th | 3.6⭐ | 27🧑⚖️ |
| Innovation | 392th | 3.022⭐ | 25🧑⚖️ |
| Theme | 301th | 3.522⭐ | 25🧑⚖️ |
| Graphics | 53th | 4.12⭐ | 27🧑⚖️ |
| Audio | 84th | 3.696⭐ | 25🧑⚖️ |
| Mood | 45th | 3.804⭐ | 25🧑⚖️ |
| Given | 34🗳️ | 6🗨️ |
Overall, amazing sound design (there is no way to describe how I love that impact from shots) and an interesting idea with hive.
My main gripe was that I could only ever get one crystal. The enemies are very twitchy and the one-hit kill is extremely unforgiving. Sometimes I'd get killed instantly as I moved to a new screen. Unfortunately that made most of the game unplayable. It might be better if you kept your crystals when you died or something.
Overall a really good entry with just a difficulty balancing issue. Wouldn't be too hard to fix I don't think. Nice job!
But it's too hard for me hehehe
Some observations:
- I don't know exactly why, but it seems to me that the character moves more than expected when you jump. Even simple platform jumps can be tricky.
- It's unfair when enemies kill you exactly when yhe camera is moving.
- The wall jump is really hard. You probably know that, but I think you need to mantain the direction of the movement for a longer time rigth after the wall jump. This way the player has enough time to switch detween left and rigth buttons.
Oh, and the art style is great to!
Really well polished for a compo. Felt really harsh when I first died and realized that it doesn't save progress, but I got further with each try.
The controls felt a bit clumsy (though I just now realized flash version has right click for melee).
Gonna have to play this one later some more. Just overall amazing.