OverPowered by Gomango999
Your are an adventurer, searching for the secrets that lie in the shadows of the dungeon. Yet, your path is blocked by countless ancient monsters, all bristling with a strange purple energy.

Luckily for you, your gun has the ability to absorb any power from an attack and turn it into ammunition. However, be careful. As you approach full charge, you will slow down to a crawl, making your helpless to escape the monster's clutches. What's more, if your gun fills up to maximum capacity, it will malfunction and explode!

Good target prioritisation and power management are key to battling it through the swathes of merciless monsters in the depths of the underground, and unlocking the secrets of it's mysterious depths.

Developer's Notes:
This is my second LD, and I'm really impressed with the leap in progress since my first. I can see a marked improvement from the first game, in:
- Graphics: The first game had poorly scaled, ugly looking and mostly unananimated graphics, all of which were successfully patched out of this iteration.
- Sounds: Though admittedly, I used Digital Ether as my main battle music, which I do not own, I was able to make decent sound effects by overlaying multiple sounds, such as the roll animation, made up of cloth, swoosh and a recording of me hitting the desk with my arm. All of the sounds used are made by me or royalty free.
- Time Management: I was able to tackle a more ambitious game then my last (a chicken with only WASD controls), by actually prototyping and balancing the game with developer art before moving onto the graphics and sounds.
- Effects: The first game having almost no effects, this time, I included vignettes, dust particles, screen shakes, hit flashes, charged animations, roll-ready indicators, camera movement etc
I would have liked to make shadows for the characters, but during development it became too buggy and I had to abandon it. I would also like smoother animations, and possibly better character designs for the goblins. Also, due to various activities that I had during the jam, including watching a movie, I ended up staying up to 5am on the last day, something which could have been easily avoided if I trusted myself to wake up and work in the morning so close to the deadline at 1pm. Turns out all-nighters suck. To anyone reading this avoid it at all costs!
That about sums it up. Please enjoy the myriad of games on display.
| Windows | https://www.mediafire.com/file/z3s8sd2t1gtn6ek/OverPowered.rar |
| Original URL | https://ldjam.com/events/ludum-dare/40/overpowered-1 |
Ratings
| Overall | 47th | 4.083⭐ | 20🧑⚖️ |
| Fun | 52th | 4.028⭐ | 20🧑⚖️ |
| Innovation | 210th | 3.639⭐ | 20🧑⚖️ |
| Theme | 127th | 4.056⭐ | 20🧑⚖️ |
| Graphics | 189th | 4.158⭐ | 21🧑⚖️ |
| Humor | 857th | 2.265⭐ | 19🧑⚖️ |
| Mood | 205th | 3.75⭐ | 20🧑⚖️ |
| Given | 16🗳️ | 19🗨️ |
- Pixel graphics are pretty neat (including animations) , it's really nice to see.
- Gameplay is simple but still great : we can quickly understand how the game work so we don't have to spend a lots of time to learn
- The level design is also well made , the difficulty scaling is great and every enemies is added one by one with a level showing how the it work, allowing to add layers of challenge
- The little tutorial at the begin , simple but neat
I don't like :
- The roll seems to be useless : you are not invincible during roll and you are not moving when you do it.
- No recovery time : when a group of ennemies start to hit you...it's over
- Some collision troubles (especially with wizards)
- The game is a bit too long and repetitive : i don't even know if there is a end
Anyway i think you games is very good even if you can improve it (but it's normal : it's a LD)

This one is easily one of my favorite games I've played so far in this jam. It throws away all I know of games of this genre like Enter the Gungeon and, instead of avoiding getting hit, it became more of a game where I had to get hit _just_ enough. I brushed it off as extremely easy early on, but then it became a real challenge, when I was getting hit way faster than I could fire back. It was marvelous.
The mechanics are polished and top notch. Movement was a breeze, and so was dodging. The variety of enemies was just right, with clear and meaningful differences between each other. I've never played a game where the most threatening enemies were slimes. And yet, that's where we're at.
Excellent entry! [In behalf of my team]((https://twitter.com/WhalesAndGames)) we'd really like to see you go deeper on this concept. There's a lot of ways on how to make it even better, even if by it's own merits it's still fantastic.
@azathothep By trying to make a 3D effect where bullets can go behind enemies, I think I have just made the hitbox unclear and too small. As a general rule, aim for their feet. Also, there are only 4 more levels since the introduction of wizards, so you were very close!
@shipshale-detour Thanks!
@james-dunlap I was considering putting in other abilities you gained over time, such as reflecting enemy bullets (Back when I was thinkng about projectile enemies) but they seemed to superificial and not justified by the shortish nature of the game.
@fabio-guedes, @owc, @brendan-milos, @ibrahimshersha Glad you enjoyed the mechanics and artwork! Tbh, I still think there is room for a little improvement in the artwork, which is holding my game back from being "gorgeous".
@Moski Thanks for that! My first day was just spent with developer block graphics, playing levels over and over to find the best balance I could.
@toboggan Yes, hyper light drifter was definitely an influence, especially the goblin attack animations (a windup, the attack, and a brief follow through where they just slide a bit), though I did draw graphics without using HLD as a reference.
@mar3k That's unfortunate to here. Sadly, since I don't 100% know how gamemaker handles different computers and such, I have absolutely no clue how to fix your problem =(. Sorry about that.
Hard game, awesome graphics, cool soundeffects. It became better and better, but ended.
Thank you for your entry!
The graphics and sound work really well together, and I loved the way you displayed the information of the enemies and slowly introduced them while increasing the difficulty. Overall this game is very solid with great polish, definitely one of my favourites this jam, well done!