LD40 - SirPumpy by SirPumpy




Sorry guys,
I had no time to really polish this, or implement what I had in mind.
It's my first submission, so I severely underestimated the time I had on my hands!
Things I missed: - A menu - A titlescreen - The implementation of the actual theme: I wanted to implement multipliers for the score that also trigger more enemies the higher the multiplier is - More music - More enemy types (ground types, bigger enemies) - Better background graphics - Explosions (Enemies just go down and the screen shakes a little) - Particles when being and hitting enemies
Things in the game: + My own "physics" calculations for the movement of the planes (and smoke particles; they even react to player collisions) + All shaders, graphics, sound, coding etc. were developed during the compo + ~30 seconds of music (the first time I did some music that I released) + Plenty of bugs
Move with the arrow keys:
LEFT ARROW - Turn left RIGHT ARROW - Turn right UP ARROW - Accelerate (you will turn slower while accelerating) SHIFT - Shoot!
Well, enjoy!
PS: The source file is a .capx I will finish this game and release at some later point when I have "completed" my vision for it.
Please do not use any of the created work without my written permission, I'm happy to answer all your questions if you want to create something similar of your own :)
Update:
Play the latest and also the jam version here http://fatihtavukcu.de/ludumdare/
https://ldjam.com/events/ludum-dare/40/neon-hell

Please rate based on the Compo, not the latest version :)
| HTML5 (web) | http://www.fatihtavukcu.de/ld40 |
| Source Code (.capx file) | http://www.fatihtavukcu.de/ld40/ld40_source.capx |
| HTML5 (web) | http://www.fatihtavukcu.de/ludumdare |
| Original URL | https://ldjam.com/events/ludum-dare/40/ld40-sirpumpy |
Ratings
| Overall | 117th | 3.772⭐ | 59🧑⚖️ |
| Fun | 155th | 3.652⭐ | 58🧑⚖️ |
| Innovation | 483th | 2.868⭐ | 59🧑⚖️ |
| Theme | 598th | 2.736⭐ | 57🧑⚖️ |
| Graphics | 2th | 4.675⭐ | 59🧑⚖️ |
| Audio | 55th | 3.818⭐ | 57🧑⚖️ |
| Mood | 29th | 3.938⭐ | 58🧑⚖️ |
| Given | 33🗳️ | 21🗨️ |
Wow this was beautiful, it's really a great combination of shader programming and artistic taste, and the music fits great with it! It's oozing with style.
Gameplay-wise I like the rush of the sharp turning and boosting, and there was some great aerial acrobatics possible. My high score though was when I did something boring: just pointed my ship up and pulsed the jets now and then while holding down shoot... this sort of let me go infinite. No big deal though! That just let me take a closer look at the art.
Only thing I'd change would be the effect of hitting an enemy ship. Took me a little while to realize they were getting down down and flying into the water.
Oh, and I liked the way my health was indicated by the shader effect of encroaching darkness rather than a meter or number! Well done, you've got a serious eye-catcher here.
When it comes down to the art and music, you're absolutely killing it! Amazing work. I love your visual style.
http://www.fatihtavukcu.de/NeonHell
Enjoy "LD40 - SirPumpy" as JAM submission "Neon Hell"
https://ldjam.com/events/ludum-dare/40/neon-hell
Stellar work though!
A tremendous achievement, congratulations.
There is some room for improvement though.
You don't have any clear visual or auditive indicators that you actually shot down an enemy. Took me a while to figure out that the enemies just drop into the sea. Changing the particle parameters and color, adding an explosion and playing a sound effect would do wonders here I think.
I didn't get the feeling that the game got progressively harder over time. I understand you implemented auto-heal which is fine, but should be counteracted by an increase in difficulty.
Should you keep working on this game, please let me know if there's a new version, I would definitely replay it.
Great job overall. Probably the most beautiful game I've seen so far.
Would love to hear your feedback for that version! Appreciate it man :)
It's much more impressive as it is for a Compo game, but will look much less impressive as a Jam game because you have to contend with teams of developers and their results are usually much more polished.
Music is so killing, i didn't even noticed the SFX missing (truely)
Ok you could implement lot of things and you completely missed the theme but what a killing !
Nice jobs!
It was nice to play it. It feels like it can become something bigger. I hope you finish it one day.
First of all, that's a great first-time entry, I hope you'll be entering a second, third and whatever time (if you enjoy this sort of thing of course). I followed you, so you can expect another review if you enter next ludum dare.
### GRAPHICS:
I dig the aesthetics, that's what got me to try it, I see you put a lot of effort into it, that's 5 stars from me. Nice reflection, nice color scheme, smooth frame rate, tiny details like ship trails and such, you did well on getting people to try your game!
This is where it goes south though, I hope you don't get discouraged by my criticism, treat it as compliment because I take my time to point out what I think is missing in your design mindset.
0. I don't see a shooting animation.
1. I don't see a hit animation at all, if its there, it's not visible enough and it's a vital piece of information.
2. I don't see enemies exploding, same thing, vital information is missing from the player.
3. I don't see me being hit, vital information.
4. I don't see my health clear enough (It took me a 3rth look to figure out that this black vignette is my health, it should be screaming YOU'RE DYING)
5. You get the point.
You should focus on these things first, because this will make or break your game.
### SOUND:
Music is ok but it gets old really quickly. I don't know if its a bug or not but when I played the game it had no sound
0. Shooting
1. Hitting stuff
2. Enemies dying
3. Me getting hit
4. Me dying
5. You get the point.
Sound is a vital for articulation of gameplay mechanics and it's just good to have it, you've made a rookie mistake here. :)
### GAMEPLAY:
Well, not much here. Enemies take too long to kill, they spawn too fast, you could be better off just spawning a single enemy each minute for the first 3-5 minutes. You could add some variety by having just two types of enemy, big slow ones and small fast ones, I don't think that would take too much programming time, but I'm getting tired here, so that's the end of my review.
### CONCLUSION:
Good job, a little more conscious direction and it could be a really fun game with awesome aesthetics.
I hope I won't sound arrogant by suggesting you to check out my previous entry, it's a spaceship shooting game too (be vary that's a jam entry though, but I was working solo) you can see the difference those little things make there.
https://ldjam.com/events/ludum-dare/39/power-2
Have a nice day and excuse my grammar! See you at LD41!
The graphics and style are fantastic - reminds me of futuristic sci-fi greats such as Blade Runner.
Combined with the great music and enemy attacks, this game - even as it is - was fun to play!
Good luck! :D
Vlambeer talk about this: If you don't lose anything when you are not shooting, then why even have a shooting button? If you dont lose bullets, and theres no knockback it could be just shooting all the time nonstop 24/7
http://www.fatihtavukcu.de/ludumdare
Oh and thanks for the rating!
http://fatihtavukcu.de/ludumdare/ Check it out here and feel free to play the updated version too (and leave a rate or two :p) The latest version also features an alternative control method for people unfamiliar with this type of movement :)
Though maybe making the music loop instead for this version would have made it better for when I died constantly when I started playing. In any case, I'm off to check out the Jam version!
I would like to point out one problem with respect to graphics (that is fixed in the jam version) that I haven't seen anybody else mention, which is that the smoke particles are difficult to distinguish from the enemy projectiles, given the fast pace of the game. I'm guessing you already knew this, which is why it is fixed in the jam version.
And, in an effort to be informative -- my problems with enemy feedback extend beyond most others' -- I had absolutely no idea that it was even possible to kill enemies (until I re-read the description), because I never managed to do so. This is of course exacerbated by the fact that there are a lot of enemies that spawn in, so it's relatively difficult (especially if you're not very skilled, like myself) to shoot at one enemy long enough to kill it.