Twist Turn Shoot Burn by gamepopper

[raw]
made by gamepopper for Ludum Dare 47 (COMPO)

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!

LD47-00004.gif

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.

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🗨️

Feedback

LudumDareDevil
05. Oct 2020 · 00:18 UTC
Very cool game! I loved the graphical style and the music.
Michael Parrish
05. Oct 2020 · 05:02 UTC
I loved the atmosphere! The slowing down/speeding up mechanic was cool too. Nice job!
Jonathanfdr
05. Oct 2020 · 19:27 UTC
Really really cool!! I love that "rush" atmosphere that the game gave me. I dind't reallize at first if i had to kill the red thing or collect it, however I feel like this is my fault.

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!
Allas
05. Oct 2020 · 19:53 UTC
Love the music and the visuals! The gameplay is quite challenging and can be a bit hard to wrap your head around when navigating those curves.
Q-Bert Reynolds
05. Oct 2020 · 20:53 UTC
The high pitched gun SFX were not my favorite. Other than that, I thoroughly enjoyed it.
clemonades
05. Oct 2020 · 22:30 UTC
Really dig that sythwave retro (idk what exactly you call it but you know it when you see it style) that the game has going. Controls felt satisfying, great job!
mikelovesrobots
06. Oct 2020 · 06:40 UTC
Nice work! Loved the music.
Foursay
06. Oct 2020 · 16:36 UTC
Enjoy the feeling of shooting though its a bit challenging. Nice music btw!
Blue Pin Studio
06. Oct 2020 · 18:45 UTC
I liked this submission a lot. Especially since it seemed every level was procedurally generated. The music was very good but perhaps it would be wise to default to audio to 50%. it blew out my eardrums :P
madbookstudios
06. Oct 2020 · 19:30 UTC
Awesome track. The control scheme felt unique but intuitive. The art style is really nice too and all comes together as a really great complete package!
MZA
06. Oct 2020 · 21:00 UTC
Awesome game enjoyed playing it. I got an error msg worth sharing:

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.
🎤 gamepopper
06. Oct 2020 · 21:10 UTC
@mza Thank you! I'll look into the error message, it shouldn't be loading that font anywhere. Also yes, the levels are procedurally generated, I wrote about how I did it [here](https://ldjam.com/events/ludum-dare/47/twist-turn-shoot-burn/making-levels-random-in-the-final-hour).
dreamscale
06. Oct 2020 · 22:51 UTC
Loved everything about this! The music was great and it feels really good to play.
Jordan Kelly
07. Oct 2020 · 11:36 UTC
Obviously the soundtrack is a banger but I'm most impressed with the technical accomplishment. Your feed is a really interesting read. I see you're one of the criminals who voted for this year's theme :D
jd557
07. Oct 2020 · 11:55 UTC
Great game! Love the aesthetics and gameplay. It also feets pretty nice with the theme.

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.
AndideBob
07. Oct 2020 · 12:49 UTC
Such a fun little timewaster. The controls could be put on different buttons since x and z are a bit far apart on a qwertz-keyboard. Other than that this is pretty cool and the random levels are pretty impressive. Well done!
JudgeZedd
07. Oct 2020 · 14:33 UTC
This is amazing. Really got that 'one more go' about it. In fact, the smallest bit of feedback I have is to suggest that the gameover text shouldn't blit in, and you should instead be able to die and basically immediately restart. Which is essentially saying I'd like to play more of it, quicker. Which I think is a positive.
Nikolaj
07. Oct 2020 · 18:10 UTC
wow, great job, really fun, great look, great sound!
jharler
08. Oct 2020 · 18:57 UTC
This is a pretty intense game. Trying to keep the controls straight in my head to get the guy to do what I wanted was a real challenge. I don't know if that's a flaw though, as it definitely lended to the challenge of the game. The visuals/audio are great and the tutorial at start while simple, was spot on and very helpful. Nice work!
JUSTCAMH
09. Oct 2020 · 16:01 UTC
Hey, I played your game on stream! Here's the vod if you wanna rewatch;
https://www.twitch.tv/videos/765076622

Thanks for submitting your game!
Roidz
09. Oct 2020 · 18:38 UTC
i LOVE the style of this game, the music, art,gameplay... all seem to blend perfectly together.
great entry! The fact it's made in his own engine makes it even more impressive!
Shelvid
09. Oct 2020 · 18:43 UTC
23, I am king of the world. Very fun little game, well done on the entry and impressive that it was made in a custom engine!
Lone_Wolf
09. Oct 2020 · 21:15 UTC
Love it! The music was a bit loud at first but once I turned it down it was great.
erikiene
09. Oct 2020 · 22:10 UTC
Very solid experience! I liked the style and the difficulty of the game. If I were to add something as a patch, I would probably make it apparent when the enemy is about to jump as otherwise the player is left frustrated from a seemingly random death. Or that might already be in there and I'm just missing it :D thanks for the experience!
nethead
09. Oct 2020 · 23:12 UTC
aaaaah so impressed with this game! everything is done so tastefully and there's so much energy here. as a note tho for some reason (on ubuntu derivatives at least?) it requires libtinfo to be installed; apt install libtinfo5 seemed to work fine but it would not run before that.
Eduardo Yukio
10. Oct 2020 · 10:05 UTC
I found your postmortem randomly while I was searching for chronolapse lol, and I liked it very much, your tips are excellent! Especially those about scope and sticking to what you know: my biggest mistakes on my last two compos.

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!
🎤 gamepopper
10. Oct 2020 · 12:39 UTC
@nethead Yeah, I've had a couple people notice that. Turns out the Linux build has a curses dependency because I output stuff to the terminals.

@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.
marcmagus
10. Oct 2020 · 21:54 UTC
Great quick arcade-style game. Quick and a ton of fun to play with, really hits that "one more" feeling. Fantastic music. I think all it needs is SFX when you shoot the baddies to complete the sense of satisfaction.

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)
almost
11. Oct 2020 · 04:47 UTC
Interesting mechanics - though movement felt intuitive enough after a bit of practice.

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)
🎤 gamepopper
11. Oct 2020 · 10:05 UTC
@almost Thanks for playing. Yes, shooting through the tilemap is an intentional strategy, although bullets have a lifetime of three seconds so some may not reach all the way depending on the level.

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. :)
Artyom Volkov
11. Oct 2020 · 13:44 UTC
Oh, I like this game. Stylish visuals, interesting core gameplay and level design. Difficulty curve is smooth and enjoyable.
Roikku
11. Oct 2020 · 17:05 UTC
Great music! Needs some work on the controls.
Toccio94
11. Oct 2020 · 19:31 UTC
It's a very stylish game, I liked the minimal visual + chromatic aberration, and music fit it.

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!
elysiagriffin
11. Oct 2020 · 21:10 UTC
Thanks for submitting your game for me to play on my livestream!

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
aeveis
12. Oct 2020 · 02:54 UTC
Had some fun, level change was unexpected but cool. The FX makes it a bit hard to tell where the enemy is coming form as they are all the same color, but overall interesting movement. A cool point was the bullet would travel through the walls so you could shoot at enemies far away on the big map if you maneuver carefully. nice job!
Honest Dan
12. Oct 2020 · 13:17 UTC
It took a little while to fully grasps the way I can "aim", such as shooting whilst going around corners (as bullets travelled through the walls), but once I understood that and got used to the controls, the game felt like it was getting more and more engaging. A nice novel idea, with audio and visuals aligned well.
Lyje
24. Oct 2020 · 14:32 UTC
Amazing PSX vibes!
Matootsy
25. Oct 2020 · 16:07 UTC
This is the kind of game where all is perfectly polished. For a jam it's really well made! Simple and efficient. And it's completely in the theme. The control is perfect. Very addictive. I was surprised to discover that we can even slow down and speed up with the LT and RT buttons! The effects are sooo good. Only one "problem" sometimes some big courses paths are a bit out of screen. Otherwise it's a complete clean entry.
ColeSlaughter
25. Oct 2020 · 22:00 UTC
[Thanks for submitting this to the stream this weekend!](https://www.twitch.tv/videos/780628065?t=00h31m34s)

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!
Omiya Games
27. Oct 2020 · 01:42 UTC
As mentioned on the stream, I really like the movement of the game. It has an excellent frenetic presentation that encourages risky play. The procedural level generation is a nice touch as well.

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
🎤 gamepopper
27. Oct 2020 · 10:48 UTC
@omiya-games Yeah, I did consider allowing the player to also aim upwards, but I couldn't quite get aiming right because it always looked like the bullets were moving in the opposite direction of the player as they were moving upwards.

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.