OverPowered by Gomango999

[raw]
made by Gomango999 for LD 40 (JAM)

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.

Screenshot8.png

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!

Screenshot9.png

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.

Screenshot2.png Screenshot4.png Screenshot5.png Screenshot6.png Screenshot7.png

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.

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🗨️

Feedback

YuuK
05. Dec 2017 · 14:40 UTC
Very good game ! The gameplay is kinda unexpected but really well made, graphics and sound are great. Definitely well made !
Azathothep
05. Dec 2017 · 15:01 UTC
I like :

- 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)
Shipshape Detour
06. Dec 2017 · 04:30 UTC
The graphics are exceptional, and the gameplay is pretty innovative as well. Great job!
James Dunlap
06. Dec 2017 · 05:42 UTC
A game with some very interesting mechanics. It would be nice to see the character receive additional moves later in the game to reduce the repetitive nature of the game. It was nice to see new enemies added every so often, though, and the way you introduced them was pretty cool.
Fabio Guedes
07. Dec 2017 · 00:38 UTC
Really cool game! Awesome art, it grabbed my attention immediately. Really pleasing to look at. Fun game overall, good job!
OWC
07. Dec 2017 · 13:42 UTC
Interesting idea and cool artwork. That entry has some same mechanics like in our game. Anyway good work!
Brendan Milos
07. Dec 2017 · 13:51 UTC
Wow! You made a really polished game within the given time. It's easy to get into the game and have a fun time. The visuals and sounds add to the experience, and the variety to enemies keep it fresh. I especially like the quick way to restart a room to get back in the action right away. Really awesome work :)
ibrahimshersha
07. Dec 2017 · 16:23 UTC
graphics were great. i liked how you introduce new enemies and add them among existing enemies.great work!
Moski
07. Dec 2017 · 21:36 UTC
This didn't end well...

![Ammo Dungeon_2017-12-07_16-29-34.png](///raw/519/z/e385.png)

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.
toboggan
12. Dec 2017 · 02:40 UTC
Really cool! The ambient sound design is excellent, and the art style is so good. Feels like Hyper Light Drifter was an influence, but not that it's derivative of it. It really looks great. Didn't like the shooting sound or the music personally.
mar3k
15. Dec 2017 · 20:53 UTC
I was unable to run the game (Win10, Java 8)...It goes fullscreen, but it is just black screen, I was able to hear the sounds and it took my input (did sound when I clicked)...
🎤 Gomango999
16. Dec 2017 · 11:00 UTC
@yuk Glad you enjoyed it!

@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.
yokcos700
20. Dec 2017 · 13:49 UTC
The audio is SO GOOD. The fact that the music cuts out for each tutorial room is a tragedy. Basic gameplay is really novel, I really like the idea of resource management in this way. Unfortunately at the end it kind of turns into "kite slimes and try to take just enough damage to be able to shoot the summoners" which is less fun. Enemies that spawn other enemies, it's a tricky thing to balance right.
applejam
20. Dec 2017 · 15:06 UTC
Strange concept but kinda fun. Maybe making player die if he has 0 power would make it even more interesting? I don't know. Kinda make him manage his resources with more thought put into it. Plus you wouldn't have to throw insane amounts of monsters just to make it just a tiny difficult. I found myself spending all of my power all the time and it kept me 100% safe. Good job , solid game.
Andrew White
23. Dec 2017 · 22:51 UTC
This game is soooooo good. It is really fun to try to get attacked by the enemies just enough so I can destroy them and stay alive. The animations and particle affects are also really good. A good and well balanced game.
Bros.
23. Dec 2017 · 23:02 UTC
At first I wasn't convinced, that the theme was implemented that well. But then I got to the last room and it changed my mind completely. BOI

Hard game, awesome graphics, cool soundeffects. It became better and better, but ended.
Thank you for your entry!
conk
24. Dec 2017 · 00:14 UTC
This was fantastic! Amazed with how interesting each enemy type was and how they worked well with the strange concept of your health also being your ammo, good duality within the mechanics :grinning: I forgot I could roll to be honest, so perhaps making that a little more useful would be my only criticism (because dodging seems redundant when you need to be hit to be able to fight back), but this didn't really affect my experience as I still had loads of fun!

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!