Nuclear Arms 7: Railway to Heaven by Logicon211






Craig Killbane has run out of energy trying to return home after his fight with the Waste wizard. Lucky for him he was able to hitch a ride on a passing space train. Unfortunately for him, the train is under attack by the Coal Cabal. Killbane will need to the help of the drifters on board the train to help fight off the intruders so he can get back to earth!
As Craig you'll fight enemies in each train car in order to make it further down the train. There are drifters onboard who are willing to sell you their upgrades as long as you give them some of your energy. Weigh the risk of going for the better upgrades at the cost of your remaining life!
- WASD keys to move
- Mouse to aim
- Left click to shoot
E to buy upgrades at the shop
You heal half of your health inbetween each train car from the solar radiation
- Upgrades are random each playthrough, and stack as well. You may get lucky early on, or you might need to hold out for better upgrades later.
This game follows the adventures of Craig Killbane. You can check out the previous game in the series in our last Ludum Dare submission here:
Or the entire list of Nuclear Arms games from my profile here
Another busy Ludum Dare weekend done. We had the usual crew around for this plus a little extra but this time we have a group logo! We're still trying to stick to genres we haven't done or tried yet. This one sort of threw us for a loop as we had a harder time coming up with an idea that we thought would be too close to our last. However in the end the roguelike style we went with ended up feeling like a much different game.
As usual we had a lot of fun coming up with Craigs next adventure and what new characters he'll interact with next. We hope you enjoy! And if you can't get enough of Craig we made 6 other games with him in it! Go check it out.
Credits
@Logan Marks - Programming (Enemies, Bosses, Map, Effects), Sprites/Animations (Enemies), Sound effects/filters, Voice (drifter)
@Amanda Gallant - Sprites (Enemies, Bosses), Slide Art, Voice (Killjane)
@Brodie Beaman - Programming (Powerups, HUD, UI Elements), Sprites (UI) Sound Editing
@Chad Gerein - Programming (Enemies, Parallax, Bosses)
@Mitchell Maclean - Programming (Player, Powerups, Bosses), Voice (Jingle), Humor Consultant, Game Design
@Brenden Roach - Story Board, Slide Art, Humor Consultant, Voice(Fossil Fuel)
@Taylor Seely - Sound Design, Story Board
| Source code | https://github.com/Logicon211/LudumDare44 |
| macOS | http://bit.ly/2GOl8EH |
| Linux | http://bit.ly/2V12HXz |
| Windows | http://bit.ly/2ZLuSIz |
| Original URL | https://ldjam.com/events/ludum-dare/44/nuclear-arms-7-railway-to-heaven |
Ratings
| Given | 25🗳️ | 29🗨️ |
The upgrades vs hp decisions were painstakingly hard, and this game was tuned very well to an experienced gamer. I thought the firefights were very interesting not just because of the variety of enemies, but because the arenas tended to be somewhat claustrophobic which made positioning that much more crucial.
As someone who also runs larger teams, I'm really curious how your team evolved to this point. I glanced at your older games and you only have a few people on them, so I think it's just cool to have this series grow like that. It's early on the LD voting timeline but this has been one of the most fun ones I've played.
The controls feel good and make sense. I even notice a subtle recoil animation on the gunfire. Very nice!
So I let myself think I know a thing or two about roguelikes. And when the formula is pulled into continuous-time/continuous-space action games, not all of the elements I like can make the leap. But Nuclear Arms 7 captured a meaningful taste of one of my favorite elements: Build Variety.
And boy did this game need it.
Because I had to play this game an unreasonable number of times.
See, right next to those Amulets is my collection of Meltdowns. And I damn sure wasn't going to miss out on adding one more for LD44.
I definitely would have thrown in the towel if it weren't for the build variety: a 5x speed build feels so different from a triple-spread damage+, or double-rate cooldown/accuracy. Exploring those possibilities kept me going through the grind. I spent around 6 hours across three sessions beating this one.
I had to exploit the little edges: tediously shoot each box in the room before entering; draw the midboss into a pillar so he projectiles don't spawn, clear the spawn list of minor enemies in the boss fight by not shooting her while she's in her easier mode.
It took those plus a nice present and a risky lategame bullet-time to finally, after all that, get me through to that sweet, sweet MELTD--- WAIT WHAT DO YOU MEAN "WINNER"!>!???
Having played 6 hours, I have a few notes:
- Overall a super-tight action package that, with a few exceptions, made me feel like losing was my fault
- As usual, many small nice touches of design
- First store being before the first heal and not after it like all the others was a huge deal: early in my experience I needed the health, but this allowed me to still learn the upgrade system. Later it gave me a boost in motivation to get rolling with the new build, right at the post-death down moment
- Off-center gun was a nice touch that created a strong/weak side and made encounters sometimes feel different rather than symmetrical mirrors
- Ninjas. Oh boy. Important, but also responsible for the ultimate feelbad moments of the game. #1 is "my gun overheated and this ninja is leghumping me while I wait". #2 was the way that the ninja pushes other enemies forward at his speed, so, like, here comes that gunner PLUS a ninja at crazy speed one step out the door gameover. Important, but the only thing that in certain cases felt unfair.
- Overheat was a great mechanic, usually hate it but in this game was awesome. But full-cooldown lock-out felt like too severe a punishment, I think the ultraslow RoF of 99% is already enough.
- Oh gawd that two-triangles room after the midboss. That room was a huge hurdle for me.
- Gunners have really excellent design in terms of range, rate of fire, speed of walking, etc. Nice work, they were really good at being easy when you were in control and playing carefully, but spiking quickly in danger level if you were careless or caught off guard. Great routine enemy that created a variety of experiences.
- Big robots were low impact. They can punch through walls (so can Ninjas)
- Sound was overall strong, great voice work yet again (Jurass-kicked lol). SFX were communicating important things to me that I didn't notice until quite a lot of play: 30 mins before I noticed "room clear" hiss, 3 hours before I noticed "enemy killed" gentle puff. Was looking for both well before I found them.
- I know you didn't make the music but damn it was excellent!
- Story was pretty good although not going to displace my previous favs of yours
- Just loved the variety of upgrades, really made the game. Almost all were compelling. Risky presents were a nice touch. Exploding enemies felt a little underwhelming except in the triangle room.
You really delivered an excellent package again, this time with more complexity, congrats!
Now where's my Meltdown?
We definitely appreciate the time you put in! I do hope we didn't put you through hell to finish it ;D
The game itself is fun, trying to decide the usefulness of a power-up in conjunction with the current set up versus how much health it would be worth in the short and long term is a good choice to make. It is funny to me how speed seems very valuable with how many enemies can only attack by getting close.
It would have been interesting to see different projectile type as another form of upgrade, as the player could decide if those would be useful against a certain enemy type they have trouble with.
Overall very fun and nice game, good luck with the rest of nuclear arms games!
Also, I'll just leave with the words of a wise internet scholar, "Show us what you got man. Wanna see how freakin' huge, solid, thick and tight you can get. Thanks for the motivation".
One thing I don't understand though is why the cost of the mystery box was so high, doesn't seem like it'd ever be worth it.
Very... very good job guys :D
I like the gameplay and the upgrade system is really well thought-out, it is always a tough solution whether to upgrade or keep some energy!
Can't yet beat the final boss, but I will try. The kids also liked it a lot, though they come from a new touch-only generation, and WASD is something alien to them! :laughing: