Space Mercenary by Lorwon

[raw]
made by Lorwon for Ludum Dare 46 (JAM)

Space Mercenary is a game where you need to fight in order to save you son. The goal of the game is to pay for your son's surgery, you need to take care of him. If is health goes down to zero he dies. If his hunger is low his life will decrease faster. By taking down ennemies you can take their spaceship. If you loose all of you spaceships you will need to pay a new one in order to continue.

vaisseau.gif

This game was made with processing https://processing.org/

Pixel arts with Adobe illustrator

I was alone in this jam so i had to use musics under Creative Commons licenses.

music:

Silver Blue Light by Kevin MacLeod Link: https://incompetech.filmmusic.io/song/4361-silver-blue-light License: http://creativecommons.org/licenses/by/4.0/

Controls:

To advance : z or w

To back off : s

To shoot : Mouse Button

IMPORTANT :

  • You cannot let your son die, upgrades in the shop can increase is health for example. You have to go as far in the game as possible by keeping your son alive.

  • The upgrade shield grants you an additional shield.

  • When you have many spaceships (by defeating ennemies), you can switch between them in the shop. When you die you loose you current spaceship, if it was the last one you have to pay for a new one.

Capture.PNG

  • Hope you enjoy my game, have a nice time triying it.

  • I have made a new version of the gaming fixing many bugs (audio) and adding a low rez. Please feel free to download the audio fix version.

Ratings

Overall 2022th 3.113⭐ 42🧑‍⚖️
Fun 1954th 2.949⭐ 41🧑‍⚖️
Innovation 2406th 2.449⭐ 41🧑‍⚖️
Theme 2280th 2.936⭐ 41🧑‍⚖️
Graphics 1955th 2.975⭐ 42🧑‍⚖️
Mood 1946th 2.921⭐ 40🧑‍⚖️
Given 41🗳️ 50🗨️

Feedback

wareya
21. Apr 2020 · 10:13 UTC
Core gameplay mechanics are entertaining. I'm not sure whether I'm just really bad or there's balance problems, but I find it basically impossible to not constantly die and lose tons of money.
Ivan643
21. Apr 2020 · 10:47 UTC
I liked it, albeit a bit complicated.
My game ended when a meteorite appeared next to my ship and every time it killed me instantly.
Adam Clayden
21. Apr 2020 · 17:48 UTC
The movement was a bit hard to control but that might just be me! I liked the fuel particle effects and audio in general. Sometimes an asteroid spawned at the same location as me, meaning I'd die instantly, which wasn't great. The beginning shop area didn't make much sense as I didn't have any gold, and after that I wasn't completely sure what each upgrade did. Gameplay is smooth though so good job!
RomaRogov
21. Apr 2020 · 21:18 UTC
Game looks well, but a little complicated. At first I just started to shoot at enemies and didn't get other mechanic :) Anyway, good job!
🎤 Lorwon
21. Apr 2020 · 22:32 UTC
Thanks for playing ! The game can be hard sometimes. Thank you for giving me your opinions.
ben657
23. Apr 2020 · 12:00 UTC
Little touch to figure out how the whole food/health system works, but fun once I did. Would be interesting to see some ship upgrade mechanics!
Yoshify
23. Apr 2020 · 12:01 UTC
Not bad, was a little hard to get used to the controls but it's a nice little game! Good job!
🎤 Lorwon
23. Apr 2020 · 12:11 UTC
The food and health mechanics can be weird I'll try to explain better how it works thanks for the feddback !
pixnpickstudio
23. Apr 2020 · 13:03 UTC
As asteroid player i did not find this game too hard, but after killing everybody i did not had enough money to save my son! :(
Skvader_418
23. Apr 2020 · 18:04 UTC
The game unfortunlately didnt load for me, it was just a black screen
🎤 Lorwon
24. Apr 2020 · 08:46 UTC
@skvader-418 The game was made with processing, you need to have the latest java version (java 8) I guess. Thanks for the feedback!
GOD COLO
24. Apr 2020 · 13:29 UTC
I liked the frictionless movement! Really felt in space! And I love how the gameplay mix survival with top down shooter! :smile:
Greato Jobu! :smile:
Megalink
24. Apr 2020 · 13:29 UTC
Neat game! The art was consistent and the music fit the isolating and distanced atmosphere quite well. The mechanics, albeit imbalanced, were relatively well-polished and enjoyable. Some more game feel elements might add a lot to the game, e.g. screenshake. Well done!
JAsonsumm1
24. Apr 2020 · 13:42 UTC
Made in Processing, that's cool, I haven't checked that out properly. Looks cool, good job :)
Coda Highland
24. Apr 2020 · 16:25 UTC
(EDIT: oops, accidentally posted the wrong commentary to the wrong game)

Unfortunately, I wasn't able to get this running:

```
coda@localhost:~/Downloads/spacemercenary/application.linux64$ ./ludumdare_46
Exception in thread "main" java.lang.ExceptionInInitializerError
Caused by: java.lang.ArrayIndexOutOfBoundsException: Index 1 out of bounds for length 1
at processing.core.PApplet.<clinit>(PApplet.java:122)
```
🎤 Lorwon
24. Apr 2020 · 17:05 UTC
@coda-highland Can you run the game again ? do you have the lattest java update ?
Coda Highland
24. Apr 2020 · 18:07 UTC
@lorwon I didn't have Java installed in the first place, so I had to install `openjdk-14-jre` to even get that far. I get the error message consistently no matter how many times I run it.
🎤 Lorwon
24. Apr 2020 · 19:09 UTC
@coda-highland Ok i'll try to fix that sry for the inconvenience and thanks for the feedback
xart2012
25. Apr 2020 · 01:36 UTC
game switches too fast between level - player needs more time to accept win, or lose and to understood situation

p.s. runs well on my linux
Mister Collette
25. Apr 2020 · 01:39 UTC
Like the buy menu mechanics; would like to see this fleshed out as a rogue-like (but it would have to be a little easier). Fun but punishing ♥
Zliebowitz
25. Apr 2020 · 20:41 UTC
The combat seems interesting, but the sessions feel a little short (might be my skill level). Definitely an interestin concept.

I ran the mac build, and noted, attempting to change the resolution caused the game to freeze. The exit button on settings which is a bit atypical.
Elektroney
25. Apr 2020 · 22:05 UTC
GJ Keep it up man!
🎤 Lorwon
25. Apr 2020 · 22:46 UTC
@zliebowitz When you change the resolution you have to quit the game in order to apply changes, but i don't know why the game freeze il try to run it thanks for the feedback !

@elektroney Thanks :D
Chief141
26. Apr 2020 · 09:58 UTC
I have become a fan of your pixel art I really really wish I could draw like that.
Emkani
26. Apr 2020 · 10:12 UTC
Had the same bug two times, the asteroid got "stuck" at the spawn location of the ship causing me to die each new day. Otherwise fine idea.
drkr
26. Apr 2020 · 10:27 UTC
It was pretty fun, movement was an interesting challenge, it's pretty rare to see space games actually use momentum. The health and hunger meter drained a bit fast. Hitting enemies seemed a little inconsistent, maybe more player feedback is needed for that.
🎤 Lorwon
26. Apr 2020 · 11:17 UTC
@emkani I've just made a bug free version ! :D

@drkr Added something in the bug free version :)
Galactic Chimp
26. Apr 2020 · 18:08 UTC
hmm, the bug free version doesn't work for me, the mouse has the working icon for a bit, then nothing happens. Witholding my rating for now.
Michael Gosling
26. Apr 2020 · 18:23 UTC
Interesting concept but the game seems a big buggy. I had 7 coins but couldn't buy Food 1 at one point, and eventually I ended up with negative money? it's not quite clear when you fail and what the punishment is either. Good idea, needs a bit of work.
🎤 Lorwon
26. Apr 2020 · 19:09 UTC
@michael-gosling yes there is some bugs in the game. As I said, i coded everything with processing it's a lot of work to code everything from scratch, i'm aware of that bug i putted > i had to put a >= instead, I have to fix that. For the negative money I tried to explain how it works on the game presentation.

@galactic-chimp Sorry for that, you need to have the latest java version if you doesn't have it.
Duke
26. Apr 2020 · 19:25 UTC
Nice, I always appreciate top-down space games. The theme felt kinda tacked on, but that's fine. I had some issues with the controls. They didn't really feel very intuitive somehow, I can't really explain it well. For example if you're fighting one-on-one against another ship that shoots at you: To not get hit at the same time, you had to fly perpendicular to the enemy ship and then aim at it, which means that you cannot change course anymore because giving thrust would again change your flight direction towards the enemy. Maybe I'm spoiled by twin-stick-shooter controls, but I missed that here :) The old "Astroid" way of making space games doesn't resonate much with me anymore. Side thrusts could make this easier. Basically a way to dodge enemy shots head on while still being able to have your own fire on them. It's playable the way you implemented it, it just feels like more work to me.
The music was very soothing and nice. Great tune.

All in all, a nice little space shooter with a "save-your-son" instead of a upgrade-system.
Ripp
28. Apr 2020 · 14:38 UTC
I liked it, but on my screen it was hard to read
🎤 Lorwon
28. Apr 2020 · 15:15 UTC
@ripp you can change the resolution in the settings menu
gustavo.christino
28. Apr 2020 · 16:50 UTC
![Cut.png](///raw/bc7/6/z/33811.png)
gustavo.christino
28. Apr 2020 · 17:03 UTC
Análise...

1 - Mecânicas, Aprendizado e Fluxo:
A mecânica de mirar para onde se deseja navegar, avançar ou afastar dessa direção, atirar, comprar suprimentos e combater outras espaçonaves é bastante interessante.
A implementação deixou alguns pontos a desejar, a HUD não apareceu para o meu computador (vide imagem anteriormente colocada); isso me deixou muito às cegas na hora de jogar.
Aprender a jogar em termos de atirar/sobreviver foi sendo ensinado aos poucos (creio que a parte de andar para trás tenha sido a parte que requer mais ensino).
Para mim, o jogo começa de fora da tela (então eu creio que o ideal seria o personagem começar sempre no centro da tela, porque vai que o jogo corta parte da imagem (como aconteceu comigo)).
Sobre usar clique para começar cada rodada de combates: creio que poderia ter um desenho do botão W ou algo assim, para ser uma forma alternativa de começar cada rodada.
Não consegui aprender a usar o meu dinheiro (eu não tinha acesso a tal informação na minha tela, então ficou difícil). Eu consegui comprar o primeiro item da loja, e creio que meu dinheiro era muito usado para novas naves (quando eu não tinha naves inimigas para usar).
Um pouco de retorno visual sobre "o que já comprou, o que consigo comprar agora, o que não tenho como comprar agora" seria bom; talvez circundando os itens da loja em contornos: preto, verde e vermelho (respectivamente) ou algo assim...
Sobre o fluxo de jogo: como começava sempre fora da tela, sempre fiquei ansioso. Mas se começasse em outro posicionamento, provavelmente eu consideraria o fluxo de jogo desafiador (bem mais confortável do que está agora).
Os inimigos possuem inteligências diversas, fiquei curioso para saber qual seria o terceiro tipo.
Infelizmente o jogo não fecha com ALT+F4 (só com ESC), senti falta disso como comando básico.
No menu, infelizmente também, não tem como retornar (apertar EXIT significava fechar o jogo por completo).
Sobre o compactado do projeto vir com todas as versões: não sei se eu baixei o arquivo errado (seria bom se tivesse um link de download para cada).

2 - Gráficos, Áudio e Narrativa:
Gostei muito dos gráficos utilizados, muito bonitos, simples e ajustados.
Só não coincidiram totalmente os gráficos da loja (creio que seria um bom ponto de partida, em caso de continuidade do projeto), redesenhar.
Os efeitos sonoros foram bem aplicados, ao meu ver. Seria uma boa (para o caso de trabalhar pós Ludum Dare) construir algo autoral com a mesma qualidade ou superior, incluindo trilhas sonoras e áudio dinâmico implementados.
A narrativa não foi entregue dentro do jogo, então fica meio "solto" quando chega ao menu (creio que poderia ter uma introdução com letras subindo (tipo filmes de ficção científica etc), só para introduzir ao contexto narrativo, algo que pudesse ser acessado do menu principal e que pudesse ser pulado).

3 - Cultura:
Ao meu ver, o jogo bebe de duas fontes culturais: cuidado pai-e-filho e ficção científica espacial (ou futurismo espacial).
Nesse sentido, o jogo (se polido) pode se tornar uma boa peça de cruzamento entre esses dois (e possibilitar encontrar nicho em redes sociais).

4 - Monetização:
Ao meu ver, com as devidas alterações, quem sabe com uma narrativa que mostre onde na galáxia ou sistema solar a base estaria... O jogo poderia vender inclusive no Steam.
Seria questão de polimento, expansão e encontrar o nicho. ^^
gustavo.christino
28. Apr 2020 · 17:03 UTC
Analisis...

1 - Mechanics, Learning and Flow:
The mechanics of aiming where you want to navigate, move forward or away from that direction, shoot, buy supplies and fight other spaceships is quite interesting.
The implementation left some points to be desired, the HUD did not appear for my computer (see image previously placed); it made me very blind when it came to playing.
Learning to play in terms of shooting / surviving was being taught little by little (I think the backward part was the part that requires more teaching).
For me, the game starts off the screen (so I think the ideal would be for the character to always start in the center of the screen, because the game will cut part of the image (as it happened to me)).
About using click to start each round of combat: I think there could be a drawing of the W button or something, to be an alternative way to start each round.
I couldn't learn to use my money (I didn't have access to that information on my screen, so it was difficult). I managed to buy the first item from the store, and I think my money was used a lot for new ships (when I had no enemy ships to use).
A little visual feedback on "what I already bought, what I can buy now, what I can't buy now" would be good; perhaps surrounding the items in the store in outlines: black, green and red (respectively) or something ...
About the game flow: as it always started off the screen, I was always anxious. But if I started in another position, I would probably find the game flow challenging (much more comfortable than it is now).
The enemies have different intelligences, I was curious to know what the third type would be.
Unfortunately the game does not close with ALT + F4 (only with ESC), I missed it as a basic command.
Unfortunately, in the menu, there is no way to return (pressing EXIT meant closing the game completely).
About the project's compressed version come with all versions: I don't know if I downloaded the wrong file (it would be good if I had a download link for each one).

2 - Graphics, Audio and Narrative:
I really liked the graphics used, very beautiful, simple and adjusted.
Only the store's graphics did not totally coincide (I think it would be a good starting point, in case of project continuity), redesign.
The sound effects were well applied, in my view. It would be a good thing (in the case of working after Ludum Dare) to build something authorial with the same or better quality, including soundtracks and dynamic audio implemented.
The narrative was not delivered within the game, so it gets a little "loose" when it comes to the menu (I think there could be an introduction with letters going up (like science fiction films, etc.), just to introduce the narrative context, something that could be accessed from the main menu and could be skipped).

3 - Culture:
In my view, the game draws from two cultural sources: parent-child care and space science fiction (or space futurism).
In this sense, the game (if polished) can become a good cross between these two (and make it possible to find a niche on social networks).

4 - Monetization:
In my view, with the necessary changes, perhaps with a narrative that shows where in the galaxy or solar system the base would be ... The game could sell even on Steam.
It would be a matter of polishing, expanding and finding the niche. ^^
Chaseplays
12. May 2020 · 17:32 UTC
This was a lot of fun! It was a hard game for sure, and I managed to get the shield, but that's all I could do. It definitely seems like the money you earn should increase over time, since buying surgery feels almost impossible with the slow income that's in the game right now, but otherwise I had a good time. Great work!