Don't Frag 'em All by Theck
Don't Frag 'em All is a top down shooter developed to the current state (far from really finished) for the Ludum Dare 40 with the theme "The more you have, the worse it is".
The objective of the game is to survive as many hordes as you can, there's no ending in the game. To defeat enemies you will have to attract them to the fire pit, they will blindly follow you but they are so stupid. You can also shoot them, but be careful, with every enemy killed this way, you'll move slower, so use it wisely. There are 5 seconds between hordes, so move to a safe position.
Controls - Keyboard: Move with WASD, shoot with arrows - Gamepad: Move with left stick, shoot with right stick



| Windows | https://theck.itch.io/dont-frag-em-all |
| Original URL | https://ldjam.com/events/ludum-dare/40/dont-frag-em-all |
Ratings
| Given | 5🗳️ | 2🗨️ |
A few bugs I encountered:
- Shooting furniture will stick the bullets on top of each other, you cannot pass the bullets and it takes a few seconds for them to disappear.
- after I killed 2 enemies they stopped spawning
the gun also didn't feel very satisfying, that was because of a number of reasons:
- no reload time or time between shots, you can just spam bullets.
- the gun sounds the same every shot, since you are hearing this sound a lot this gets annoying very fast.
- the bullets were really big compared to the person, a smaller bullet would make it feel more "realistic"
hope this feedback helps :)
A lot of what you comment are the Dual Stick Shooter Template from UE4 I did not replaced due to the lack of time, but if I continue developing the proto I'm sure I'll change these things.
Again, many thanks for playing it ^^
It is possible to be blocked by your own bullets, not sure if intentional or not? I wasn't able to bug it though (but well, I tried!).
Visual indication to where enemy is would be good, also enemies were really hard to see on the floor (they have similar color), and I died few times due to that (yeah I know... 'git gud' on me).
Anyways I enjoyed it, it was quite polished in terms of gameplay, and I liked it!
Keep up the good work.
In fact I tuned down the light intensity because it was too easy at first to play the game and I was not able to invest more time to adjust that kind of features. I though on adding a count of enemies left next to the progress bar but not where they are, good point.
Bullets are from the template, I did not changed a line there because it worked and I preferred to invest the time on features for the idea I had.
Many thanks again