Twist Turn Shoot Burn by gamepopper
Made for #LDJAM47, postmortem can be found here.
Your little buddy is stuck in a loop, help him through it by shooting the red things. See how many you can get!

Left/Right Changes Directions
Z-key/A-button Shoots (hold for one second to auto-fire)
X-key/B-button to Switch sides.
A+D keys/Left+Right triggers can Speed Down/Up the game!
Esc-key/Start to Pause
Spacebar/A-button to Select.
Built with Vigilante Game Framework (my own engine built on top of SFML 2), graphics made in piskell, sound effects made with ChipTone and sfxia, music made in LMMS.
PostJam build has the following fixes: * Camera should be central and zoomed into entire level in MAP mode. * Random level generator tweaks. * No longer crashes when pausing. * Pressing F-key/X-button will toggle fullscreen mode. * Deamplified music and volume will now be retained when returning to pause or titlescreen menus. * Linux build no longer requires libncurses or libinfo.
| Youtube | https://gamepopper.itch.io/twist |
| Youtube | https://gamepopper.itch.io/twist |
| Youtube | https://gamepopper.itch.io/twist |
| Original URL | https://ldjam.com/events/ludum-dare/47/twist-turn-shoot-burn |
Ratings
| Overall | 170th | 3.686⭐ | 53🧑⚖️ |
| Fun | 167th | 3.608⭐ | 53🧑⚖️ |
| Innovation | 156th | 3.657⭐ | 53🧑⚖️ |
| Theme | 61th | 4.18⭐ | 52🧑⚖️ |
| Graphics | 149th | 3.814⭐ | 53🧑⚖️ |
| Audio | 44th | 3.929⭐ | 51🧑⚖️ |
| Mood | 102th | 3.702⭐ | 49🧑⚖️ |
| Given | 38🗳️ | 45🗨️ |
I get a little bit frustrated when I tryied to kill the enemy in a "curve" but I ended up dying because the
the projectiles did not go on the enemy direction.
Add some new mechanics (directional shots, powerups, etc) and make a full game out of it, i'll would love to spend some hours in it!
I used the gamepad when playing and I pressed the start button and got the error msg along with a error.txt saying "Error loading font: arial.ttf".
Also, are the level tracks procedurally generated. Let me know, im interested.
Mad props for the small touches with the Fast-forward/rewind mechanics (speed up/slow down sound, analog trigger support).
I think this is one of the best games I've played yet on this compo.
https://www.twitch.tv/videos/765076622
Thanks for submitting your game!
great entry! The fact it's made in his own engine makes it even more impressive!
This game is simple but very fun! I played the postjam and it is bugging a little though: the characters teleport a little bit forward near the corners.
The music is AWESOME!! I left the game open while I write this so I can continue listening hehe. I'm a programmer who is willing to learn how to do these kind of music, so let me ask you: how did you learn? I'm planning to study some basic music theory but don't know where to go from there.
Thanks for the tips and the fun!
@eduardo-yukio You're welcome. Learning basic music theory is a good start. I also learned to play piano when I was in primary school, but most of it is intuition and learning different chord progressions and melodies.
The CRT simulation looks really cool but probably needs an accessibility option to be able to turn that off as it got to be a little overwhelming after a few minutes of play. Audio settings start really loud and aren't preserved (even reverting to loud on backing out of the game to the menu) which is frustrating.
(It's a specific ncurses compatibility dependency, too; the Arch package is ncurses5-compat-libs, ncurses and lib32-ncurses are insufficient)
Aiming seemed to be the main challenge. I found that I could (sometimes) shoot through walls, and this seemed like a decent way to shoot enemies from a safe distance, but since I could only sometimes do it, it might have been a bug. For enemies that don't turn when I turn, I could setup an ambush and wait for them to come to me. I got to 13, but then there were enemies coming from multiple sides and I bumped into one when trying to run past it. Pretty fun once it got going.
Some minor issues:
I went back to the main menu on accident a few times with X, and going to the main menu seems to reset the volume of the game, which was annoying. Also, in the main menu space was select instead of z/x.
Pressing escape crashed the game with an error about failing to load the font arial.ttf (Windows)
Fortunately, the other issues you've mentioned have been fixed in the post-jam release.
@marcmagus Someone else said they got it to work by installing libtinfo5, but I've removed the ncurses dependency in the latest postjam build. :)
It took me a while to get used to the control system, it may be a bit hard to use. It was also weird that the level changed every time at the beginning, I've more or less understood that there were no level but maps were you could score.
It could be an idea, but then the score is really tied to the map you made it so you would need a leaderboard for every one of them.
I've managed to make 50 points and I'm somewhat proud of it lol, but I think it's all too rough (gameplay side) to really be interesting to learn deeply. Some improvements could totally change this. An example, shots could follow the loop too, and disappear after a bit. I say this because it was really annoying to aim at those red things with a straight bullet when it was all so curved!
I've just seen this is a compo game tho, I'm really impressed by the polish of it!
Reading SFML is also nostalgic, since I used it too for my first ludum dares years ago =)
Don't take me too harshly, I like to give suggestions/my thoughts, and I liked it! It's a very nice work!
If you’d like to rewatch the playthrough, you can find it here:
https://www.twitch.tv/videos/767505473?t=0h38m37s
Good luck on your ratings, see you next LD! :D
💜 Elysia Griffin AKA Button Feedback Lady
https://www.twitch.tv/elysiagriffin
It's super impressive that you were able to pump out a game this juicy in a compo! I love the simple premise of it, and I feel like a certain niche of high score chasers could really get a lot out of this game, well done!
One thing I didn't like, despite being fundamental to the gameplay, was the aiming and firing. I constantly felt like I was working against the game's limitation, and even felt the satisfying fast speeds to work against the careful nature of aiming. That's also not to mention that the way the enemies randomly spawns, sort of makes the pacing of the game haphazard.
Of course, I also had a lot of difficulties with controls, where left or right keys had unexpected behavior when moving vertically on a track. That...didn't help.
https://youtu.be/vvR6P6ZVvL4?t=5744
The left/right directions were written with the intent of having the player change to the direction they set, regardless of what orientation they appeared in (so if the player was moving left, and the player pressed right, the player would always change direction to go right). Obviously the implementation I had in the compo was a bit broken in areas because I didn't expect players to constantly hold a single direction. It's been fixed in the post-jam build.