Keep It Alive top-down shooter by kkrac
Find the HTML5 (web) version and installer here: https://kkrac.itch.io/keep-it-alive
In this top-down shooter, your ammo is your HP:
When you shoot or get hit, you lose 1 ammo/HP
When you hit an enemy, you gain 1 ammo/HP
When you kill an enemy, you get bonus ammo/HP
You can make a special shot dealing more damage
Can you make your hero survive the enemies wave?
| Youtube | https://kkrac.itch.io/keep-it-alive |
| Original URL | https://ldjam.com/events/ludum-dare/46/keep-it-alive-top-down-shooter |
Ratings
| Overall | 2180th | 3⭐ | 41🧑⚖️ |
| Fun | 1610th | 3.132⭐ | 40🧑⚖️ |
| Innovation | 1846th | 2.961⭐ | 40🧑⚖️ |
| Theme | 2157th | 3.066⭐ | 40🧑⚖️ |
| Graphics | 2075th | 2.803⭐ | 40🧑⚖️ |
| Audio | 1458th | 2.635⭐ | 39🧑⚖️ |
| Humor | 2004th | 1.786⭐ | 37🧑⚖️ |
| Mood | 2304th | 2.421⭐ | 40🧑⚖️ |
| Given | 44🗳️ | 55🗨️ |
I think ots not good to fix the croshair to the playr cos is kinda unnatural when player moves with croshair when player move move.
Thanks for trying it. I will try all of your games as soon as I can.

I'll try your "Mutiny" in a bit.
Thanks for the tip.
On the technical side I found strange the fact that the music stops then refreshes every so often and the sticky collisions with the arena borders. Also I think the special weapon should slow down everything, the fact that enemies can still shoot at you while you're slowed makes it suicidal to use for not that much benefits. And finally in that kind of game you should aim for a steady rhythm, one easy fix could be halving enemy hp while doubling their spawn.
The mechanics are cool anyway, congrats and well done!
The minimalist graphics work very nicely. The abstract way the health is represented with the particles is very effective. This style does a lot with very little, and I admire that.
The difficulty could be harder. I beat it on the first attempt, without ever using the special shot. I was just shooting constantly and not conserving ammo/HP but it never got close to running out. The gameplay is simple, but essentially fun for a few minutes at least.
I like the little bit of music that plays, but it's very short and seems to stop suddenly and just repeat. It would have been nice to have more of a continuous loop.
First of all, loved the "HP is your Ammo" mechanic ! That was a cool concept to go with (sadly not too original...) but you nailed it !! And it fits the theme, so... congrats !
The music, despite being frantically cool, suddenly stopped a few time before starting all over. If it was the end of the soundtrack, it would have been cool to loop it :)
I didn't think the controls were that bad. Though, I don't think the choice of having a square collider collide with the inside of a circle collider was a good idea. When reaching the poles, both vertices from the square were colliding with the circle, making it impossible to move unless going back towards the center. To remedy to this problem, or all characters should be circles or just remove the ring :)
Overall, this was a great entry and a good execution of the theme.
Edit: I was able to make it so the link is visible at the bottom without the need to scroll the page.
As for your feedback, thanks a lot. Great you found it sort of pleasing.
Yeah, agreed about the difficulty, I'm still tweaking it and trying to balance it to make it more difficult.
Not sure how to loop the music, I didn't create it nor I know much about music editing so I'll have to dig into that, but you're not the first one that mentions it.
As for the shape of the characters, true. They collide in not the better way with the circular border. I have to fix that or change it. If I continue evolving this, that border might go away entirely and be more about dungeon with rooms.
Thanks again.
Sure thing about the music, not sure how to make it loop... not skillful at all with music or music editing apps. The music is not even mine, so I'll have to start learning a bit about music editing I guess.
True also about the collisions with the arena borders, I have to fix it or just get rid of the arena borders.
Good idea about slowing everything down with the special weapon. The idea was that it increases damage drastically, but I agree that it's not yet worth it if everything isn't slowed down.
And regarding the rythm... good point. I'll see what I can do about that.
Thanks again.
Having your HP as ammo is a neat idea, it asks for thinking bullets you shoot, while still having to be fast in your actions (though, if the game was a bit faster it could be even better, I think it would offer for a great challenge)
The music is nice but I wish it would continue into a loop instead of stoping suddently :c
The arena having a circular shape is a bit problematic because it blocks the character when the latter is colliding with it, it would be better if the character could slide against the border of the arena and move in circles instead of blocking (I don't know if you see what I mean)
The graphisms are simple but nice, I like the way you display the HP/Ammo left!
But anyhow, I live this game, I like the idea, if you keep working on it it could turn out really nice!

True thing about the arena border, I'll probably remove it and let an open space world or dungeon.
And I have to improve the spawning mechanism as well so it doesn't happen what you experienced.
Yeah, I probably expand this a little and make it in a dungeon and see how it goes.
Greato Jobu! :smile:
If I saw this right, then having the coloured part of the enemy being the hitbox of them is also very interesting.
It is a bit annoying getting struck in the circle, but the game overall was a fun experience.
Agree about the circle.
Thanks for the feedback.
Thanks for the feedback.
Where did it go? I want to play it!
Short but one of the most fun games I've played yet! The graphics are simple but feel very clean and polished. Love the glow & the subtle screen shake when enemies fire. The final boss felt pretty good in terms of difficulty. Would love to see this expanded into a larger game post-jam! Good work!
Short but one of the most fun games I've played yet! The graphics are simple but feel very clean and polished. Love the glow & the subtle screen shake when enemies fire. The final boss felt pretty good in terms of difficulty. Would love to see this expanded into a larger game post-jam! Good work!
It is of course not a finished game but more of a prototype, but I might expand it and see how it goes.
Thx
Thanks for stopping by.
The music made some ups and downs, I don't know if it's intentional or not, but it's a bit weird while playing.
Nice entry.
1 - Mecânicas, Aprendizado e Fluxo:
Precisei de duas tentativas para vencer.
A mecânica de tiros custarem pontos de vida e derrotar inimigos render pontos de vida tem duplo benefício e dupla penalidade (ou seja, acelera a vitória ou a derrota bastante).
Precisei de algum tempo para aprender a atirar de forma adequada; então consegui perceber que a mira funciona muito bem e as coisas se tornaram mais simples.
Enquanto eu dava voltas em torno dos meus inimigos (principal estratégia que utilizei para vencer as waves de monstros), eu conseguia tempo para aprender sobre eles, sobre minha movimentação e sobre o tiro (já mencionado).
Os inimigos foram bastante implacáveis (rápidos, metódicos, hahahahah).
Gostaria de ter visto algumas variações de inteligência neles (seria uma boa, caso você queira deixar o jogo mais interessante e, provavelmente, mais divertido).
Sobre o fluxo, achei bastante desafiador a princípio. Depois peguei o jeito (não ficar preso fora da tela, manter-se em movimento, atirar sempre mirando nos inimigos).
Pensei que não fosse sobreviver à última onda. ^^'
2 - Gráficos, Áudio, Narrativa e Polimento:
Gráficos simples, minimalistas e reluzentes. Conseguiu passar a sensação pretendida pelo jogo, creio.
O áudio ambientou bem e os efeitos sonoros foram suficientes.
Não tenho muito a dizer sobre narrativa.
3 - Cultura:
Por ser um jogo de tiro, experimental em ondas; acaba bebendo de diversas fontes que fazem referências culturais (suponho que tenha sido referência ao Matrix (ou a algum jogo ou filme dele derivado) no que diz respeito ao tiro em câmera lenta (um efeito muito legal ao meu ver)).
Por conta da estética brilhante e da música "frenética", creio que faça referência a algo mais futurístico.
Nesse sentido, para tirar melhor proveito de tudo isso, caso o intuito seja dar continuidade ao projeto, creio que o ideal será repaginar a arte e ir atrás dos nichos (em redes sociais como o Facebook etc). Creio que daria certo com o devido empenho.
4 - Monetização:
Se o jogo avançar além do experimental, alcançando boa roteirização e uma boa arte final, creio que poderia vender no Steam e em outras stores.
1 - Mechanics, Learning and Flow:
It took me two attempts to win.
Shooting mechanics cost life points and defeating enemies yielding life points has a double benefit and a double penalty (that is, it speeds up victory or defeat a lot).
It took me some time to learn how to shoot properly; so I could see that the crosshairs work very well and things have become simpler.
While going around my enemies (the main strategy I used to beat the waves of monsters), I got time to learn about them, about my movement and about the shooting (already mentioned).
The enemies were very relentless (fast, methodical, hahahahah).
I would have liked to see some variations of intelligence in them (it would be a good one, in case you want to make the game more interesting and probably more fun).
About the flow, I found it quite challenging at first. Then I got the hang of it (don't get stuck off the screen, keep moving, always shoot aiming at enemies).
I thought you weren't going to survive the last wave. ^^ '
2 - Graphics, Audio, Narrative and Polishment:
Simple, minimalist and shiny graphics. I managed to get the feeling intended by the game, I think.
The audio set in well and the sound effects were sufficient.
I don't have much to say about narrative.
3 - Culture:
For being a shooting game, experimental on waves; he ends up drinking from several sources that make cultural references (I suppose it was a reference to the Matrix (or some game or film derived from it) with regard to slow motion shooting (a very cool effect in my view)).
Because of the brilliant aesthetics and the "frantic" music, I think it refers to something more futuristic.
In this sense, to take better advantage of all this, if the intention is to continue the project, I believe that the ideal will be to redesign art and go after the niches (on social networks such as Facebook etc). I believe it would work with due diligence.
4 - Monetization:
If the game goes beyond the experimental, achieving good scripting and good final art, I think it could sell on Steam and other stores.