Sacrifice for the zone by theBOSS12
This is the game where you try to defend the zone against enemy balls. You can sacrifice yourself by exploding with e. Move with awsd or arrow keys. You lose if any enemy ball is in the zone for 10s.
| Source code | https://github.com/theBOSS121/Sacrifice-for-the-zone |
| Other (document) | https://gamejolt.com/games/sacrifice-for-the-zone/382778 |
| Original URL | https://ldjam.com/events/ludum-dare/43/sacrifice-for-the-zone |
Ratings
| Overall | 259th | 3.395⭐ | 21🧑⚖️ |
| Fun | 203th | 3.375⭐ | 22🧑⚖️ |
| Innovation | 246th | 3.2⭐ | 22🧑⚖️ |
| Theme | 443th | 2.725⭐ | 22🧑⚖️ |
| Graphics | 317th | 3.1⭐ | 22🧑⚖️ |
| Audio | 294th | 2.825⭐ | 22🧑⚖️ |
| Humor | 379th | 1.975⭐ | 22🧑⚖️ |
| Mood | 422th | 2.55⭐ | 22🧑⚖️ |
| Given | 20🗳️ | 13🗨️ |

Very neat idea and also well executed. It looked good and sounded nice, pretty much only thing that irked me art wise was that explosion effect.
First thing I'd "improve" UI wise is the timer. Would be more logical to have it start from the max and count down to zero. And even better would be to change it to be percent instead of seconds. And I think it would look better if the said timer and other UI elements would be "painted on the ground" just like the zone text and ring so the balls would appear on top of them. Another thing would be to somehow indicate the explosion cooldown somewhere.
I liked the enemy variety even though there could be more and they weren't balanced quite perfectly. And of course there could be more different kinds. The green one felt a bit op. And speaking of that one, its functionality could have been indicated better. Maybe having it be be black (you know, bomb like) and have it blink red/yellow after the initial hit with a hissing sound would better indicate its behaviour. Or maybe have it grow spikes after the initial hit so it would look like a sea mine.
I don't think there is a score based game that wouldn't be made more interesting by adding a multiplier system. That way even a same length run could result on different scores based on the experience of the player. Something like bumping up the multiplier on each quick chain hit and resetting it on explosion or too big of a delay. Or something along those lines.
Powerups would be another thing to make the runs a bit more varied. Or even better. Make the enemies come in waves with shopping period in between them to allow purchasing of permanent upgrades of some sort. It would also help to pace the game a bit better instead of just being constant non-stop action.
But yeah, well done! Very simple, yet interesting and super fun game.
The sacrificing part was confusing though. Do you get to kill yourself an unlimited number of times in a game? Or does it silently restart when you explode? I got a gameover screen when a ball was in the zone for 10 seconds, but not when I exploded. Also, I exploded when a hit a dark green ball, which seems to be an undocumented mechanic...
Anyways, great submission!
Interesting and super fun game. It would be better if there were fewer green appearances in the later period.