Creature Coraller by brzyrt
Protect the creature. If the creature loses all 6 health, you lose the game.
Controls- WASD to move Shift to begin sliding. You must have momentum to start a slide Space to reload. Pressing space reloads one bullet at a time, but there is no cool down so you can mash it.
| Youtube | https://brzyrt.itch.io/cowboy-c |
| Youtube | https://brzyrt.itch.io/cowboy-c |
| Youtube | https://brzyrt.itch.io/cowboy-c |
| Original URL | https://ldjam.com/events/ludum-dare/46/cowboy-coraller |
Ratings
| Overall | 1575th | 3.341⭐ | 24🧑⚖️ |
| Fun | 1451th | 3.217⭐ | 25🧑⚖️ |
| Innovation | 2265th | 2.652⭐ | 25🧑⚖️ |
| Theme | 752th | 3.87⭐ | 25🧑⚖️ |
| Graphics | 1825th | 3.125⭐ | 26🧑⚖️ |
| Audio | 1451th | 2.652⭐ | 25🧑⚖️ |
| Mood | 2071th | 2.818⭐ | 24🧑⚖️ |
| Given | 28🗳️ | 32🗨️ |
let me know if you upload a mac / web build!
I also was unaware what the black spider was. My first thought was to try to kill it, but I could not. Then I had no idea why I was losing lives even though they weren't touching me. Of course I figured it out later when I came back to read your page, so it was confusing at the start. Not everyone will read your ludum dare page before they play so it's better to flash the controls in the game momentarily at the start, and the game objectives.
I'm mixed about the reload mechanics - I understand that you need some kind of pause when reloading/shooting to balance the game, but at the same time my reload speed has no cooldown and is also based on how fast I can mash the button, so the pause ends up interrupting my combat experience. I'm not sure personally what would work best, so this is just my personal thoughts.
I stopped the game before I was able to lose because it got too repetitive to play and it was not challenging once you understood the reload mechanics. I'm not sure if the enemies spawn faster. Do they?
Some challenge and change of pacing would help the game be more enjoyable. The game at the start is the same game after 2 minutes. Most people won't play very long after that once they figure that the game is not changing significantly, unless they are aiming for a high score. I personally don't really see a point to high scores and prefer something more tangible. Maybe some goals, like maybe hitting a score of 1000, you get more bullets at once, or having different enemy types or stronger enemies that require more hits to kill. Or maybe your score is a currency that can be spent to boost my player's speed or number of bullets I shoot at once. Some kind of progression would go a long way to make me feel more powerful, like I'm owning the enemies, otherwise it's just click kill click kill and not very innovative.
Nonetheless the game does a good job of keeping a consistent retro art style and the UI is very clear and readable. Good job on the game and all the best! :)
All in all the gameplay was pretty cool, i liked the fact that you could to a lot at the same time, you didnt had to wait until the gun has been reloaded. The sound wasnt overloaded which i liked a lot. Thank you for sharing the game.
I actually really liked how you had to reload one bullet at a time. It just felt good with the sound. The enemies should probably come in a bit sooner, I spent the first few seconds trying to shoot the guy I was supposed to protect.
I wish I could reproduce the bug that made me unable to shoot anything, but I've been unsuccessful after a few attempts, so idk what that was about. :shrug:
@kayahr yeah that was an issue that I just didnt have time to get to, despite how much i really wanted it in. It will be one of the first things I fix in the post LD builds