The Backseat Gamer by Daniel C

[raw]
made by Daniel C for Ludum Dare 47 (JAM)

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Game made by the team BeerVision for Ludum Dare 47Layer 7.pngLayer 5.pngLayer 3.png

Change notes: Ported the game to WebGL Fixed a bug where you could trigger the end elevator to open and close the door when inside the elevator Fixed a bug where the droid lights were not working

Ratings

Given 7🗳️ 7🗨️

Feedback

Bananplyte
27. Sep 2020 · 11:10 UTC
Ey whatup fam its yo boy, gameboy94 here
Fonics
06. Oct 2020 · 05:27 UTC
Loved this entry! I'm a huge fan of retro shooters. I think a sensitivity slider and some backgrounds that contrast more with the enemies would be helpful, but still a really really good entry overall, excellent work!
daimadoushi
06. Oct 2020 · 05:46 UTC
Nice retro feel. Although I don't understand whats up with the mouse. Is it intended that the cursor moves by increments ? Makes the shooting experience mostly underwhelming.

Also the contrast is a bit off, I guess it was in service of the mood, but in this case the enemies are not easy to spot, they move too fast comparing to the accuracy you can get with the gun. I think some glowing light on them would help stand out.

I like what you did with the voice over, but I think a bit more work on the level design would be nice, took me a while to realize that the voice saying "take time to smell the flower or you"ll miss out" was a clue that I actually missed something, I thought it was just some humor touch.

I may have miss things cause I died right after I got the shotgun, didnt have the heart to start over so I dont really know how you implemented the theme besides just reset when you die.

Anyway, a bit more polish may turn it into a fun little game I thought !
Locopelli1
06. Oct 2020 · 05:56 UTC
Great entry! Nice touch on the theme. I'm sure it can eventually be played perfectly, and I would look forward to the puzzle. Agreed, the lighting around dark enemies for more contrast would help make them stand out. Possibly changing the specific error messages on each miss would lend it a little verisimilitude, but that's extra work for little reward, so definitely not something to focus on early. Great concept to have the dev berating you at every turn. Probably less fun in the development community since they all know a guy just like him!
Arad HamidSamiee
06. Oct 2020 · 10:29 UTC
Wow, you got some style there mister. The lighting was a mess, the raytracing kinda felt out of place (specially with that rocket luncher - I understand the retroism you were trying to achieve tho) but I had fun playing it and listening to the voice narration. *cool emoji*
Jamster
06. Oct 2020 · 22:21 UTC
I couldn't see well, but I didn't care because I was just playing to hear you speak to me again. You guys got a lot of stuff done, well done
Noah Kuhn
06. Oct 2020 · 22:23 UTC
A great game with a great feel, though the mouse sensitivity was really weird. I loved the voice narration and sound effects for the player! Pressing E to enjoy music is now my favorite mechanic :)
fedek95
06. Oct 2020 · 22:27 UTC
Jjajaj Very funny the voice over and i love it the "appreciate music" key. Good job!
Puncherbear
06. Oct 2020 · 23:09 UTC
Pretty funny and fun but if you sprint and jump while facing a wall you will run right through it.
Artyom Volkov
07. Oct 2020 · 09:52 UTC
It's a decent entry and a pretty rare genre on jams - shooter. However, there are some problems in the game:
* HUD in the upper left corner is very uncomfortable, it's better to place it in the bottom right corner.
* There is no sound indication when I have to reload the weapon.
* It would have been better to add some visual effects on shooting.

Anyway, appreciate entry 🤘😤
coderTrevor
18. Oct 2020 · 18:29 UTC
Funny! I like the meta-narrative that I'm playing an amateur game-developer's game. You've cleverly created a story reason to justify any limitations due to this being a jam game. But sometimes the voice-over audio would repeat or play overlapping clips which was harder to overlook.

It was nice to see an FPS in Ludum Dare; this is the first one I've played out of 40-some entries. I would've liked if you gave me enough ammo to actually play it like an FPS though; I kind of just had to run through and dodge everything while also "appreciating" as many things as I could. I guess that was the point but it was a little disappointing that you made all those weapons and enemies and I couldn't really interact with them too much. It's a short little experience but that's good for a jam game, and it made me laugh. Good job!