Space Mercenary by Lorwon
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.

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.

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🗨️ |
My game ended when a meteorite appeared next to my ship and every time it killed me instantly.
Greato Jobu! :smile:
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)
```
p.s. runs well on my linux
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 Thanks :D
@drkr Added something in the bug free version :)
@galactic-chimp Sorry for that, you need to have the latest java version if you doesn't have it.
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.
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. ^^
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. ^^