Number One Take Out by Kappa.B
https://youtu.be/lvEbJduNS9s
We "Number One Take out" are Committed to the extreme! Our newly acquired franchise location is quite a buzz. Go Deliver as many takeout as you can.

For LD41 I combined two genres take out delivery game with procedurally generated Bullet Hell. With a final Boss battle after the 3rd stage

The objective is to deliver as much take out as you can before you are over whelmed by enemies. Hint don't fight just run Death is the only way to advance! good luck

WASD or arrows to move Mouse to aim and shoot Space to Dash
Don't forget to submit your global high score if you beat the boss!
All feedback is welcome, and thank you for playing my game.
| Windows | https://kappab.itch.io/1-takeout |
| macOS | https://kappab.itch.io/1-takeout |
| Linux | https://kappab.itch.io/1-takeout |
| Original URL | https://ldjam.com/events/ludum-dare/41/number-one-take-out |
Ratings
| Overall | 187th | 3.636⭐ | 24🧑⚖️ |
| Fun | 63th | 3.864⭐ | 24🧑⚖️ |
| Innovation | 635th | 2.636⭐ | 24🧑⚖️ |
| Theme | 583th | 3.023⭐ | 24🧑⚖️ |
| Graphics | 8th | 4.571⭐ | 23🧑⚖️ |
| Mood | 219th | 3.316⭐ | 21🧑⚖️ |
| Given | 14🗳️ | 7🗨️ |
@TayGoS Aww you are so sweet. Im super happy you really enjoyed the art. So all the art was hand drawn in a tablet and I exported each sprite. I gave it soft colors and kept the translucency. The biggest struggle with the art style I had was making it feel more or less organic and not too structured, Since the maps are Procedurally generated I had to figure out how to make the art feel more hand made. I would love to experiment more with this style in the future i think it has potential. This is what is so great about LD you discover and experiment. Thanks for playing my game
Very intense, very fun game. I got to the final boss and was so close to beating it, but died just before I won. The early levels were all pretty easy, and felt more like Geometry Wars or some other twin-stick shooter instead of a bullet hell. But the boss level was really tough, and totally filled the screen with bullets!
I was very impressed by the number of enemies and the variety of upgrades. It wasn't just numerical boosts or "+1 damage", the upgrades actually added extra effects to the dash, and added more bullet spread to the player's weapon! Very cool.
The art style was wonderful. The soft watercolor aesthetic just looked gorgeous and worked perfectly with the game. Especially in the final level, when there's just huge swarms of dots attacking you, and you leave tons of blotches of color on the ground after you kill them all.
The delivery mechanic was an interesting way to force the player to move around the level. It might have been more interesting if it was slightly more complex. It's kind of weird that you automatically get the next order as soon as you drop one off. You could make it so that the player has to return to a restaurant to pick up more food before they deliver to each house. Or you could make the player collect ingredients to cook each take-out order. I think this would make the "delivery game" aspect more interesting.
The procedural generation didn't seem to have a huge effect on the gameplay. Maybe I just got unlucky, but all of my levels felt pretty similar. I wonder if the game would have been better if you just used handmade levels? Still, it's pretty impressive that you made a procedural level generator for the Compo!
It also would have been nice to have some sounds and music. With most bullet hell games, the music is such an iconic part of the game. So it feels a bit sad to have a bullet hell game with no music. Even if you didn't have the time/skill to create music, I still wish there were some simple sound effects for shooting, taking damage, regenerating shields, and hitting enemies. I think this would have also improved the gameplay by clearly signaling those events. Without sounds effects, it's sometimes hard to notice when you take damage.
Overall, it's one of the most beautiful and most intense games that I've played so far in this Ludum Dare. Great job!
Thing which I liked:
+ Visuals - your project encourages to try watercolors in my next project. Love your environments art style.
+ Shop / upgrades - wish to have a chance to play/spend more.
+ Dynamics - IMO perfect balance between bullet hell tension and calm periods. With certain skills and persistence it is not a problem to stay alive for long, although it is enough challenging.
+ Fonts - I wanna know the names.
+ Arrow - showing the way to go. It helps a lot in navigation!
+/- Procedural map - cant say that it adds much to the gameplay, but hey, it was a 48h compo. Cool!
What should be done:
- I miss the audio very much.
- Enemies should have normal sprites, as well as bullets - I would suggest replacing them with arrows/crossbow bolts.
- Randomly spawned bonuses/buffs/debuffs on the map... mobs' loot... to spend for upgrades.
Anyway, you have my respect for being compo. Congrats for delivering such a wonderful product.
I love the artstyle though and the upgrade system would keep me playing for a little while if only I knew how.
Anyway, your art style is really unique with his bubble death splashes. I love this. :D
@legavroche Yes I agree the 2nd and 4th on bullet upgrade does split the bullets and makes it harder to hit things right in front. As for the HighScore, it is unfortunately only for those that win the game, forgive my sleep deprived brain for that wrong judgment. I do regret not letting anyone submit a score win or lose. I will make sure to open it up for the next time.
@NORRIMO Yeh I agree that the game is a bit hard, from the few people ive seen play this it seems if they are not already familiar with the dodging and weaving of bullet hell games this games can be struggle, therefore preventing them from getting much money. I tried to balance it but had very little time. I made sure that I could beat it 100% with roughly 2100 money far lower then my 4000 money I get in a good run. It seems like i need to ask for help play testing things in the future. Thanks for the feed back.
@MaxKlimenok Thanks for the post, It really feels good to see people take the time to write a well thought out comment. About the buffs, I originally did plan on having destructible crates and buffs available but after play testing it, each round lasted way longer then what I was comfortable with for Ld game. I might look into it more in the future but there would be have to be a complete rework of the balancing
As others have said, would have liked to see some audio, but that's a minor concern. My only real problem with the game is that due to the procedural nature of the game, some of the enemies seemed to get 'stuck' in one section of the level. This meant that I would have a really easy time for a while collecting money, but then get ambushed as if the gates of hell had opened with a seemingly infinite number of enemies out of nowhere. Despite this though, I loved playing the game and would like to see an even bigger version of it.
I don't think I have any other feedback that someone else hasn't said already.
- Art is fantastic, well the backgrounds at least. The enemy colored dots are a bit of a placeholder, aren't they?
- I couldn't actually find any takeout food to deliver? Where was I supposed to go?
- Sad about no audio. The trailer video had good soundtrack, but the game should have something.
- I liked the interstitial menus for buying power ups, as though ordering chinese take-out food. Clever!
Keep developing this.