Fuse Cell by christina-antoinette-neofotistou

When you have nothing to lose, you risk everything.
Fuse Cell was made in 3 days for the Ludum Dare Jam Competition.
How to play:
Cursor keys: move. Keeping Z or X pressed slows you down which is handy for hard maneuvers Z: shoot. Shooting consumes energy X: Whenever you're low on energy, your ship is equipped with a fusion device. Whenever you're near a flying small enemy, you can attempt to absorb it by pressing X. Holding X and releasing when the Charge meter is right on the small green area, allows you to recharge. 2 consecutive MAX Energy recharges, result in a mega bomb.
- Code: Construct 2
- Graphics/ Animation: Photoshop CS5
- Music: FLstudio
- Sfx: the incredible and indispensable BFXR.
Play it HERE (web).
| HTML5 (web) | https://castpixel.itch.io/fusecell |
| Original URL | https://ldjam.com/events/ludum-dare/39/fuse-cell |
Ratings
| Overall | 52th | 4.07⭐ | 145🧑⚖️ |
| Fun | 52th | 3.979⭐ | 144🧑⚖️ |
| Innovation | 115th | 3.671⭐ | 145🧑⚖️ |
| Theme | 50th | 4.162⭐ | 144🧑⚖️ |
| Graphics | 49th | 4.493⭐ | 144🧑⚖️ |
| Audio | 67th | 3.964⭐ | 142🧑⚖️ |
| Humor | 235th | 2.926⭐ | 123🧑⚖️ |
| Mood | 177th | 3.689⭐ | 137🧑⚖️ |
| Given | 71🗳️ | 86🗨️ |
Lovely game, and the recharging mechanic with the overload touch is awesome <3
I think the collision boxes may not be where I expect them to be since I died a bit without knowing why. It's probably the same thing that @automatonvx experienced.
But overall, I think this is a good game. It definitely feels polished, and like I said, I enjoyed it even though I'm pretty terrible at it. Thanks for making it.
Likes:
- awesome bullet hell shooter
- very fleshed out and polished looks
- interesting "catch the enemy" mechanic
- the character artwork is great
- hit feedback is very good
Try differently:
- add a secret "YX" command that does the same as ZX for us QWERTZ keyboard players
- collisions with enemies could be a little more generous...
Overall:
- very nice looking entry, probably the best shooter of the jam I have played so far
Thanks for making this nice game!
Great job!!!
As others said, I struggled to understand where my hitbox was, which resulted in a number of what I felt were cheap deaths. The absorption mechanic was a nice addition, although it felt a bit finicky about when it would pull in an enemy. Sometimes I felt confident the enemy was within the sphere but nothing happened when I pressed the absorb key?!?
All in all, enjoyed it. Thanks!
My main issue is the collision detection. It's odd that only the top half of your character counts, shots where I thought would be a sure death, just pass me by. The character sprite seems a little big, so I'm sure you had to limit the hit-box somehow.
Overall, great work!
I like the recharge mechanic.
Overall, a very well-crafted game with some very minor collision problems. Great job!
Amazing work.
Some work on hitboxes can improve the feel.
There'is something to improve on the defocus the absobing gauge generates when playing. Your attention is always swaping from bullets to the gauge, however, the timing is easy to get after some minutes of playing.
Just a little hard to know where your hurtbox is
I'm glad you made a decent effort on making true bullet hellness. Lots of devs tend to hold back for gamejams but you made a nice one.
I love graphics, sounds and music, it's soo beautiful !
It's fun too, the absorption mechanic is really good and works well.
The sprites of ennemies are perfect, great job !
One of the best LD39 games for me ^^
I've got a lot of NES Talespin nostalgia from this game because of overall mood, music and lightheartedness. Not sure if that was intentional =)
Almost nothing to advice here, apart from the slight collision problems (says author of 'Bump Into Everything: The Game'). Maybe.. scaling acquired charge a bit closer to chargemeter and adding something extra when you nail the sweet spot, like megaman-style one-time supershot would work nice here? Or maybe not, but you should definitely develop this further.
Only nitpick I've got it that there should maybe be more feedback for the Mega Bomb; maybe some screenshake would help? It's obviously powerful, but it doesn't FEEL powerful.
Nice work! :thumbsup:
**Positive stuff :**
- The graphics, the artstyle in general is great
- The charge mechanics are a great addition to the classic shmup stuff
- The fact that it's a small hitbox type of shooter
**Negative stuff :**
- The charge mechanic may be a bit confusing at first with the overload that doesn't give anything, but quite frankly that's a bit of nitpicking since it's not a problem once you get used to it
Overall not much else to say, it was a good experience and the spritework was truly beautiful, good job :)
Extremely well done ^-^
All in all, a good entry. Well done!
I wish there was a hard mode though :P
- In your instructions you explain that you need to charge using X but don't explain that you need to use enemies in order to do it =P
- Would be nice to have a clearer visual indication of where the hitbox is on the ship. As is I was only guessing -- I'd have appreciated some sort of high contrast shape that makes it obvious.
@automatonvx Thank you. You're absolutely right, I had no time to design a ship that would display a proper collision box. The collision box is there, it's 1x1px like it's supposed to be in bullet hell games, and it's one red pixel on the ship sprite. But it doesn't work at all, I need to find a way around it and that may mean redesigning the ship.
@flyingmeta thank you. One-hit death is customary in bullet hells. For balance, however, bullet hell game design *always* makes sure you died fair and square. Since I haven't made the hurtbox absolutely clear, I'm guilty of not doing it right. I'll do better!
@herniewise Oh yes, hi! Whee <3 Thank you so much.
@sugarbyte thank you kindly <3
@johngun Nice of you to say! I stayed in the design phase a long time, to ensure it's good fun. Fun gameplay isn't my strong suit usually, so I'm glad I rose above this time.
@thepelranthean you're absolutely right about the hurtbox. I'll find a way to make it work. Thank you for the kind words. It tries to not be unfair, even though it's tough, I think you can finish it.
@thygrrr Me, me me! *I* know that bullets need to be fast and big! <3 I'm glad you know too! You're absolutely right about AZERTY and QWERTZ keyboards, I'm always so disappointed when I don't have time to implement proper controls for you :/ Regarding the hurtbox, yes it's on the to-fix list. Thank you for the feedback and thanks for playing!
@glimaleite I'm glad you had fun! I am considering making a full set of levels yes. You're absolutely right to point out my bad hurtbox implementation. It's 1x1 pixels, and it's not readily visible on the ship sprite. Maybe if I animate the ship rotating it will be beter, but if it doesn't, I'll have to go for a redesign. Thank you so much <3
@pjchardthesecond thank you very much. It's true, my hurtbox is bad (even though it's just 1 pixel) and it does make deaths cheap sometimes. The absorption mechanic has a cooldown, you can't do it twice in a row, and you can't do it if the enemy is outside your sphere of influence (i.e. when there aren't lightning bolts connecting you to it)
@duzzondrums thank you so much for playing and for the kind words.
@zee Thank you. You're right, my hurtbox is 1px, and it may be both too small and not clear enough where it is. It's on the to-fix list! Thanks for playing!
@arden thank you :)
@rosypenguin Thank you so much for playing. And thanks for noticing! The crosshair was so cheaply done, because I had no time to spare, it's simply baked on frame 2 of that balloon, of its 2-frame animation. One frame with, one without a crosshair. ^-^ I am continuing work on it yes, I might release a proper version in a few months. Thanks for the vote of confidence!
@dragonzlay Thank you so much for the kind words. I might!
@random-storykeeper I'm so sorry :/ I have no idea why. I re-uploaded in case it helps, you can retry if you like.
@sebastian-m thank you very much. The hitbox is very bad indeed, thank you for the heads up, I'll find a way to fix it.
@gendou-kun Thank you. Of course, with pleasure!
@godot35 Thank you so much. Thank you for pointing out the hurtbox problem, it's absolutely badly designed and I'm getting it fixed.
@j-nat Thank you for the heads up on the hurbox and the gauge. I'll try to find a better solution for both. Would perhaps a pie chart gauge around the ship look less intrusive?
@hishicorne Thank you so much for playing and for the kind words.
@nisco: thank you, and agreed! It's getting fixed.
@local-minimum Thank you so much for the feedback! You're right, I will totally try to give more info on-screen. Thanks for playing!
@daniel Thank you so much. Absolutely agree on the hurtbox
@kunonooni Thank you so much for the high praise <3 Thanks for playing
@peachtreeoath thank you! I was afraid it would be gimmicky too, but I sat down and refined it. I think I might have held back a little myself, people are finding it too easy :D
@random-storykeeper oh I'm so glad! The boss' metal cannon balls are actually absorbable, so you can recharge on those! Thank you for the kind words.
@asofi: thank you!
@harusame Thank you so much, I'm very very glad you enjoyed it <3
@belowparallel-ian thank you so much, I did my best!
@verysoftwares Yes that's right, my non-fun dungeon crawler! Thanks for remembering and thanks for playing. I'll probably make more of this.
@a333 Thank you so much. I hadn't played Talespin for the NES, but i watched the show and I've played both ducktales games from that era, so maybe something stuck? You're absolutely right about the hurtbox and I'm on it. <3 I'll probably make more of this game.
@cliffracerx Thank you so much! I agree, the mega bomb doesn't feel that powerful, and actually isn't THAT powerful. I need to fix that, thanks again.
@deadlyAlive thank you <3
@simonhutchinson thank you so much
@nokusu Agreed on the negative stuff. I'll see how I can make it more accessible. Thank you in any case, for the kind words.
@pvtroswold thank you so much. I tried to think it through on paper before attacking it with code ^-^ I'm very very happy you noticed.
@prodigalson Thank you so much. In order to snatch enemies you have to 1. be inside the sphere of influence (i.e. lightning bolts have to be connecting you to an enemy) and 2. wait for its cooldown period to end.
@oparisy thank you so much for the kind words.
@sinclairstrange: thank you so much <3
@wowods Thank you, I will try!
@pablodap Thank you! Yes of course! I added the conditions in the instructions
@ledez Thank you so much for playing and for the kind words
@peter-sheehan Thank you. I will need to fix the hitbox but I'm glad you didn't find it unfair. What sort of animation did you have in mind? I'll totally add one if you tell me.
@lereveur thank you so much. The hitbox is a bit too small ^-^' I'll fix that
@yawoada thank you so much. I will try to develop more <3
@willdata thank you! If I tied health with charge then it wouldn't be a bullet hell. They typically have one-hit death, but make up for it by giving you the tools to rise above it. Maybe my game wasn't fair enough for you, I'll try to do better.
@terracottafrog thank you, that's high praise! I'll probably make later levels a lot tougher, and adjust the difficulty of the first level too. Thank you <3
@ddrkirbyisq Thank you so much. I added your notes to the explanation. You're right about the hurtbox, it's the reddish pixel in the middle, but I need to do better.
@nbitsstudio thank you!
@franklins-ghost thank you so much. Hm stopped shooting, eh? I'll look into it! Thank you!! Probably a bug
@nikrt thank you so much
@zenmumbler thank you very much
@theonethanneverwas thank you, it's high praise coming from you <3
@jimbly thank you so much. You're right about the hurtbox it's being taken care of! Charging releases a blast if you do two MAX charges, ie if you're fully charged AND manage to hit another perfect recharge gauge. Thank you!!
@hadik thank you! I'm a woman tho. Thanks so much for playing!
The controls are not ideal, on some European keyboards (like mine) the X and Z key are far from each other, maybe simply using LEFT/DOWN would have been better if you want to be sure that the keys are next to each other, or 1/2.
The game was tough at first but I easily learned what to do, the visual indications were very good and letting me press both letters that I need to start the game, now that is a really cool idea. Respect for that, this may seem like a small detail but teaching the player in this intuitive way is really top notch, even AAA games often mess controls and usability up, great job!
The difficulty was nice, at first I was killed all the time, then after five minutes I got to the first balloon guy, and after 15 minutes I was able to beat the game and then did it again right away. Dying did not at all feel frustrating, this game is a lot of fun. Then the boss battle, how cool is that, it even had two parts, in the spirit of old classics like mega man, really cool.
I really appreciate what you did with your game, excellent work!
**Suggestions and comments on improvement:** Maybe switch Z X to something more universal like shift and space or something?
p.s. Could you check out my game as well?
Design-wise, the recharging mechanic is fun and interesting (I love how the grabbing works!). I felt it was a bit hard to concentrate on both dodging and getting the max charges, especially at the boss where both activities were vital. Maybe a "countdown"-ish sound effect (like the start of racing games "red red green!") could help with that; you would focus visually on dodging and auditively on charging (Human hearing is great at timing, especially when it comes to counting; when you count the numbers naturally fall at an even rythm).
As a bullet hell enthusiast, this game is a great joy, especially for the lovely art (the frogs are cute, and the boss is pretty cool and unique), and found the grabbing mechanic a great fit for the genre and the theme, as well as being super fun. It shows there was a lot of effort put into this, great job!
Edit: Btw I'm happy to share ideas and tricks on bullet patterns if you're interested
Overall it's a great LD entry. You should be very proud of this!
Great job :thumbsup:
The sound and the graphics are simply amazing!
The main game problem is the stage duration. The game is too short and didn't save the score. In fact, the player don't have the enough time to look at they score when the boss is destroyed. The game is also too easy. Since I'm a fan of shmups (in fact, my entry for this Ludum Dare is a shmup) I beat the game at second try.
A simply high score message and an infinite gameplay (restarting the stage, but leaving the lives and score) would make the experience much better.
End of addendum.
This one is too, and I couldn't stop me giving a lot of 5 stars for this one. :)
Great entry!
I think my only complaint was about the hitbox on the player, I just wasn't sure when I was going to take damage. It was most obvious on the expanding circles of bullets, as there was never a big enough gap to get the ship though, but sometimes it was fine and sometimes it wasn't.
Other than that small thing, it was a great entry to be proud of. The graphics were sweet, I especially liked the bigger enemies (Rook was great!), and the audio worked with the visuals. Also top marks for the theme, it was one of the better interpretations I've seen.
The controls were not clear from the game alone, I had to look up how to use the charging key. Might be worthwhile to explain this in the game itself. Otherwise, this is a near-perfect entry for this, good job! Thanks for working on this!
boss battle was interesting... found a spot on the lower left on the screen where it didn't attack (second phase), just chained the 'max energy' bombs from there.
Anyway this is a nearly perfect entry, even if it lacked a boss battle theme (even a slight variation) and a level 2 : I want to play more :thumbsup:
When i ran out of energy in front of the boss i thought "ho god i'm doomed, how am i supposed to recharge" but then i saw you thought to put those "grabable" projectile and i thought that was smart gamedesign. The only point i didn't like was the music, but it's entirely personal taste and does not impact the value of the game. great work !
I really enjoyed beating the boss. You really tested my skills there. good job!
The bullets seemed to pass through me though. This essentially means that the game is just about avoiding crashing into enemies.
Good job though :)
Great work !
1. The collision boxes were a bit off.
2. The energy ran out a bit too fast for me.
But overall, great work!
* Fun to play
Great work!