Medically Inaccurate by Emperor Eagle
Titled "Medically Inaccurate", this game requires that your shooting is everything but inaccurate. Take up the role of an antibody armed with a syringe launcher to protect the heart from invading viruses. Use the enemy health drops to heal the bleeding heart and see just how long you can survive.
Controls:
- WASD = Move
- Mouse = Aim
- Left Mouse = Shoot
- Right Mouse = Heal the Heart
- Esc = Open Pause Menu
Instructions:
- Keep the heart alive and beating for as long as possible by protecting it from the invading viruses.
- Walk near health drops to pick them up. Heal the heart with Right Click; this transfers some of your health to it.
- The top bar represents the heart's health, and the bottom bar represents your health.

There are four types of enemies:
- Blue is a normal enemy.
- Red is a faster moving enemy but has less health.
- Green is a brute and has more health, but moves slower.
- Black is a boss, has the most health, and shoots virus projectiles at its target.


https://www.youtube.com/watch?v=BuHquNogH50
All sound effects and music were not made by us (unfortunately we did not have enough time), and here are the credits for those:
- Ultimate Game Music Collection by John Leonard French (Unity Asset Store)
- Universal Sound FX by Imphenzia (Unity Asset Store)
- http://soundbible.com/1766-Fire-Pager.html
And thanks to Illumin8 for the font!

Please feel free to post your highest score and time in the comments and thank you for playing! We hope you enjoy!
Ratings
| Overall | 1069th | 3.559⭐ | 103🧑⚖️ |
| Fun | 370th | 3.775⭐ | 102🧑⚖️ |
| Innovation | 1427th | 3.188⭐ | 103🧑⚖️ |
| Theme | 529th | 3.99⭐ | 103🧑⚖️ |
| Graphics | 1509th | 3.407⭐ | 104🧑⚖️ |
| Humor | 1219th | 2.835⭐ | 96🧑⚖️ |
| Mood | 1387th | 3.304⭐ | 99🧑⚖️ |
| Given | 159🗳️ | 219🗨️ |
So sorry everyone! I haven't used itch.io before but I have made the page public now! I hope you play it!
I lasted for 6:33 with a score of 20930 :smiley:
@lazzydev72 Agreed, I would have liked a better level (we had a design) but the AI weren't smart enough to pathfind. Hopefully next time though! And I'll make sure to check the colour theme with others next time. Thanks for the feedback!
Very good gameplay. Graphics are totally fine as it's a gamejam. I enjoyed the mechanics of sharing health.
A thing to note which they've said before is the enemies getting stuck on walls. Also if I may request, perhaps switchable guns or upgrades if you plan on further development :smile: Cheers!
@lykawolfie Thanks for the feedback. I was initially planning for different levels, but ran out of time and focussed on a more infinite game but yes, I agree, more weapons would have been great (shotgun and minigun were planned). And thanks, the AI have been noted.
@nicu-comiati Thank you! A streamer who played it also didn't realise they had a health bar until they died too :)
@pomeroyb Thanks! I'm glad you liked it!
Good job!
@singleshoe Thanks for playing! It eventually gets near impossible, but you have to play a while for that. Before then, you encounter four different enemy types at increased spawn rates.
@bastienre4 Thank you for the comment!
@evert Thanks for the review! Agreed about the AI and I'm happy it was addictive (as I found myself overplaying it during testing too).
@khud0 Thanks for the comment, I'm glad you liked the shells!
@bulent-altinay Thank you for that! Glad you enjoyed it and thanks for the high rating!
I did not make it past 4 min 37 sec, but its was good. I was thinking it might be neat to get or find rare items from some bigger bad guys like maybe a defibrillator to help restart the heart when its near 0%, might be a neat item. Or the the player can get 1 chance to use a defibrillator every like 3 mins or something.
Over all a good game, Nice Job!
@tuesi Thank you for that, I'm glad we achieved that meaty feel, it was a goal!
@shubh Thank you!
@jarithius Now this is a good comment! Lots of ideas for improvement! I have noted them for future development. Definitely like the defibrillator idea and bigger enemies.
@finnthepirate Thank you for that, glad you were engaged with the game and liked the sounds!
@mlho7 Thanks! I was hoping someone would do that, they really are aggressive!
@echo-team Thanks! I understand the virus physics issues, mainly, the pathfinding was too basic, next time/future development we'll ensure that doesn't happen. Thank you!
@unimaginable-code-studios Thank you for that! All the best for this Ludum Dare and hopefully the many more to come!
@uberardy Thank you for the review!
@mister-collette Thank you for that! After looking up "visceral", I am happy that the sound worked like that! As for a win condition, it was an infinite game, but you're right. We should hopefully add a win condition (levels, wave by wave etc) after this Ludum Dare. Thanks!
@iamscissors Thanks for the comment! I actually got annoyed at the bullets hitting the health away (I couldn't make it not do that), but it turned out to work for the best! It makes you shoot more accurately and you have to be more active in your movement. We're glad you enjoyed our game! Great highscore also, thanks for posting it!
It would have been nice, I think if the obstacles weren't simple rectangles but had a V shape to them so that virus got stuck on the far side quite often. If the world could go through various phases with obstacles appearing and disappearing could also really have improved re-playability.
In general though, a very well made and funny tower defense.
@neithernathan Thank you for the comment!
@sky-fighter Thanks for reviewing our game! The pathfinding problems were ther,e but the viruses getting stuck meant it was easier when it got hectic and the terrain had more effect on their movement. But I totally agree, and next time, we'll fix it by making them pathfind properly (but also walk slower if they push against walls, one of my ideas)!
@local-minimum Thank you for that! I liked your idea to improve the levels with moving/changing obstacles (an idea for the future). The AI would also be improved if we were to further the game. Thanks!
@fazy Thank you for your comment. I agree about the weapon options. We were originally going to have a shotgun and minigun but closed the idea due to time and focussed on an infinite level. Thank you!


And that was played on hard mode (ie. laptop touchpad)...
Weren't a biggest fan of the controls. Somehow found it funny that your menu was "press space to continue" stuff while the game itself was mainly mouse controlled. It's very common to see people do it the other way around, needing mouse for menus while the game is only played with keyboard but I think this is the first time seeing it this way around. I think `Input.anyKeyDown` would be the way to go.
The movement felt too slippery. Just would need so minor tinkering around with the numbers. Moving is a simple thing to do but needs a lot of trial and error to get to feel right. I also quite often got stuck to walls and the heart, I think an easy way around this would be to drop down the friction on them and tweaking the collider shapes maybe.
I liked the multiple functionalities shooting had. Obviously you could kill stuff with it but also can use the recoil to move faster. And then you could even use it to move the health pickups. Which were kinda awkward though. Quite often they ended up being so damn far and then you even shoot them a bit further. So they end up in the corners. Making the shots affect them more and adding way more bounciness to them might fix the issue. They wouldn't just get stuck in the corners but would bounce and get closer to the middle perhaps.
The AI was very good at getting stuck on the walls. Would be pretty easy to fix. Raycast from them to target and if hitting a wall, just do something to fix it. For example get the closest point of the four "holes" between walls and move there before resuming their normal behaviour. It was also very easy to shoot them through the walls. Changing collision detection mode to contiuous from discrete would fix this. Or could check manually with raycasting too.
I liked the sound effects and visual effects that were there. Well, the sound effects could have packed a bit more punch though. Just would have liked to see and hear more. Like a spawning effect for the enemies. So much of the early game was just circling around the heart checking all the spawns. The enemies getting hit would have needed some feedback effect too. Or not needed really but would have made it way more satisfying to mow them down.
The overall visual style was ok but I really didn't like the color selection. The bright almost pure reds and blues just clash together and do not look harmonious at all. A better ligting job could have also improved the look immensly. Also took me ages to realize that those were actually enemy health bars. They really blended to the models. The color palette plays a huge role here as well. And the same was true for player/heart health bars too. They're something that should be like noticeable all the time without really looking at them and red on red just made them camoflage themselves very well. And the huge scale and double sided nature didn't make it very clear to get their value at a glance either.
Funnily the player model was graphically the weakest part of the game. Even the static heart had more character with its animation. So obviously it could use some more love. Also its movements were very jerky at times. Lerp and MoveTowards are your friends here to make stuff look smoother.
Anyways, good job! :thumbsup:
You've gotten a lot of comments already (and I didn't bother reading all of them) so I'll just pile onto the list of suggestions:
- Pull back the camera. It is much easier to plan ahead if the incoming enemies can be seen.
- Add an enemy type that only targets the player (requires that pathfinding, though)
- Accidentally shooting the heart should have consequences.
- Tougher enemies (instead of more numerous enemies. Easier to manage the waves)
- An overdrive mode where the heart starts beating faster (and losing more health), but damage is doubled for x seconds.
- Object pooling for the syringes and other often instantiated objects (helps with the performance)
Them's the pointers this time. Keep jamming!

It was quite a fun game! Maybe a bit rough around the edges but I enjoyed the experience a lot! I Think one thing I would change is maybe put the health containers on a separate physics layer that doesn't collide with the bullets so you don't end up shooting the health pickups to the other side of the map.
The music was great, the sound effects were satisfying, the particle effects were nice, fun gameplay too, just needs a bit of polish. Great job man! :)
@joeshanahan Thanks for the comment and for sharing your score!
@cg-fred Thank you for that! I like your idea of powerups and level expansion. Definitely a good thing for us to work on.
@antti-haavikko Fair idea about the score and time representing the same thing. I think we would improve this by making the final score the total, while you get a breakdown of time, enemies popped etc. I never thought about a multiplier system, but it sounds great! I understand and am so happy you told me about the controls and the need for consistency, as I got a bit used to it while developing. The movement was based on forces, and you're right, some polishing is required, but do you think I should just alter the Transform directly, would that be smoother? You appear to have found the butter zone with respect to shooting and moving the health pickups. Most liked them, some found them a bit annoying, but the bouncing idea would work really well! As per the AI, thanks for the advice, I haven't coded very complex ones before but that gave me good insight! Shooting through walls was actually shooting over since the walls were short on purpose; to keep out viruses while you could still attack, but we could make that more obvious. More sound effects, understood, and I definitely should have checked the colour scheme with my friend since I'm colorblind (colour deficient around reds and greens) so I didn't realise the brightness. Thanks for very, very much for your extensive feedback! I found it valuable and very helpful as we continue in the game development art!
@huvaakoodia Thank you for the great feedback. The optimization idea was great and I like the ideas you had to add to the game (especially the overdrive). The camera moving up is a good idea for the tactical and visual reasons (the background texture is so cool)! The side effects of your actions, ie, shooting the heart, would add depth to the game so thanks for that. If we continue with this game, or work on another, I will keep these in mind as they are very valuable! Thank you!
@despdair Thank you, agreed, hopefully that will be polished a tad more next time.
@marcusnystrand Thanks for playing, reviewing commenting, and posting your score!
@technonugget Thank you for the review! We appreciate it! Polishing the physics sound like some good advice, and addressing the ability to shoot health pickups (separate, or as @antti-haavikko put it, even allowing them to bounce back to you after shooting). Overall: Thanks!
@zachary-shah Thanks for rating our game! We're glad you enjoyed it and found yourself mixing strategies! Thanks for the advice on the level size and enemy types too!
The gun fire sound could do with some pitch variation, normally you randomly change the playback speed, can make it sound less repetitive.
Could do with a color that's not red, kind of made my eyes sore looking at it, the meshes are good, just the lighting/coloring could be less harsh to make things easier to look at.
Cool game! Has fun built into it!
Yeah AI doesn't need to be sophisticated or smart, fake it till you make it. Just like the "go to reset pos on stuck" method I described, simple and dumb but most likely would get the job done and still look organic enough. And a whole lot faster to implement than a full blown A*
Haha, not everyone has colorblindness to blame for their less than optimal color palette choices :smile:
I'm glad so many people enjoyed it!
It felt strange to me that you can just shoot through the walls and the enemies sometimes were just standing behind the wall, doing nothing, like they lost their nefarious purpose in life ;)
I like the mechanic of siphoning your own HP off to keeping topping up the HP of the heart you're protecting - you're constantly having to reevaluate where the health is the most valuable, and how risky it would be to lose health on your character since you can't move it back once it's placed in the heart. A nice take on the top-down-shooter formula!
Next I would look at getting some more juice into the game, perhaps camera shake when things die, and maybe change up the way things are lit. An indicator of when you or the heart are almost dead would be cool.
Thanks for the game!
I like the mechanic of siphoning your own HP off to keeping topping up the HP of the heart you're protecting - you're constantly having to reevaluate where the health is the most valuable, and how risky it would be to lose health on your character since you can't move it back once it's placed in the heart. A nice take on the top-down-shooter formula!
Next I would look at getting some more juice into the game, perhaps camera shake when things die, and maybe change up the way things are lit. An indicator of when you or the heart are almost dead would be cool.
Thanks for the game!
@antti-haavikko Righto, thanks! That all makes sense and if we continue, we'll look at some more work based around your great advice! Thanks!
@madalaski Thanks for your rating and comment! If we continue, we'll have a look at your magnetism idea!
@larsspawn Thank you! I like the play with friends, and turret mechanics ideas you had!
@fabula-rasa Thanks for your comment and advice! The camera angle doesn't show it, but the blocks weren't meant to be walls, but they were meant to hold the off viruses a bit. However, I definitely get your point in how they sort of stopped when they got to a wall, so thank you for that! I like how you put it, "like they lost their nefarious purpose in life," just need to put some slightly smarter AI in I guess!
@skyeward Thank you for streaming our game! Thanks for the advice on spicing up the game in terms of screenshake and near death indicators! And for liking the one-way health trade system! Thanks for playing!
@trigueiro Thank you for the review, and for your advice on the graphics work!
The game is quite lovely to look at - although too much bright red can start to be hard on the eyes after awhile. But the consistent style of the viruses, the syringes, the health pickups - very thoughtful and coherent design :thumbsup:
There were little touches that added major value to the excitement of the game: Like how the only way to heal the heart is to give it some of the player's health - this requires a bit of strategy and adds a balancing act rather than a straight forward "just don't die" type of gameplay. Also how the player's bullet's actually interacted with the the physics of the health powerups! A skilled player could anticipate it and avoid shooting the powerups, while a newer player might "spray and pray" and as a result end up shooting the health packs away. A more thought-out approach to playing is rewarded.
I think that the game is very juicy - but you can always add more juice! Maybe some voice-overs... floating damage numbers... camera shakes... whatever. You've got a solid foundation of a game, polish is the only thing left.
Thanks again for sharing!
yes simple game but it works. great work.
What if some of those bacteria actually heal your heart so you have to be very accurate with the shooting.
The music was awesome! Nice game!
All in all, enjoyable experience :)

@whitefox Thank you for the positive feedback! (We might try to make the tutorial simpler with an in game part that shows you rather than tells you, so thanks for that!)
@adonisdevs Great highscore! Thanks for the great feedback! We might speed up the rate of change in spawning at the start, because you're definitely right.
@rubixnoob13 Thank you for the positive and funny comment! We're glad you liked the overall aesthetic!
@turritom Thank you for the feedback and for posting your highscore!
@binaryprinciple Thanks for the positive feedback, we appreciate it!
@duke Thank you for the great feedback! We're glad you liked it! I understand about the red and, you're right, we could definitely improve the movement. I needed to change the numbers so the player had more friction. Thanks!
@jupiter-hadley Thank you very much for featuring our game on your video! I subscribed!!!!!
The mechanics worked well, sacrificing your own health for the health of the heart made for interesting choices at time in the balancing of resources.
Love the sound effect when killing the monsters and the fact that the niddles stick to them for a while :smile:
It's pleasant to shot and kill them!
It doesn't immediately stops when I stop pressing the buttons, so it feels a little slop, don't know if was planned or not.
Also I love details that add juicess, like niddles sticking out for a moment, "bullet" shells droping, blood. Nice job!
Got to almost 5 mins and 12700~
Things that could be tweaked:
Sometimes I could shoot syringes through walls, sometimes I could not?
A bit more evocative surrounding than square walls
All in all a great feelin lil shooter, nicely done!
@convg Thank you for for that! Glad to see you found it amusing!
@elio Thank you (I understand about the colours, tweaking time I think)!
@leonardo-fraga Thanks for your feedback, and we're glad you enjoyed the "juiciness"!
@joror Nice highscore! The reason the syringes varied in going through walls was because the walls were actually blocks of a certain height. Since the syringes dropped over time (which allowed them to have a maximum range), they would sometimes go over said block, or fall and hit it, but I understand what you mean, we might tweak that in the future. We're glad you liked the visceral feel of the game! Thanks for playing and giving us feedback!
@kschmidt Glad you had fun! Thanks for the feedback!

Good work! Really liked the music! Great choice even if you didn't make it yourselves! Good incorporation of the theme, though I feel you could have gone further with the assets, particularly the antibody. It would have been great if it was more antibody shaped. Also, the environment could have been more human-like, with curved walls, etc. But overall good use of the theme and a solid entry into the competition. - S
It was hard for me to realize that the "x" recover the player's health, some time later I realized that it was not x, but a "+" of health xD.
I liked the concept, it would have been great to have seen the level spawn randomly every time you start.
Overall good work.
@sandra-martinez Thank you for that feedback! We're glad we accomplished the goal of simple and fun!
@teamjs Thank you for the great feedback! We'll definitely improve the graphics side in the future!
@eduardogacn Thanks for commenting! I can see the mixup between happening between the 'x' and the '+' XD. I like your idea for random level spawns, sounds like something to research!

Special thanks to respecting other aspect ratios besides 16:9. I was pleasantly surprised that your game scaled nicely on my 21:9 display!
I really missed gamepad controls here. Movement and shooting actually worked, but I couldn't control the look direction. I would recommend mapping shooting on right trigger and controlling look direction on a right thumbstick. It would work like a charm! And some button should also dispense your health to your heart. I think this kind of game would be great on a gamepad!
Thank you for participating in **feedback exchange program**!

1 - Mecânicas, Aprendizado e Fluxo:
Gostei muito da mecânica de doar parte de sua vida para salvar o coração.
Outra parte interessante da mecânica foi a de empurrar as unidades inimigas ao acertá-las. Isso eu achei muito bacana.
Quanto a aprender a jogar, achei simples aprender (ainda mais com as explicações antes de começar). Por outro lado, demonstrou-se bastante complicado dominar e jogar bem (notei que muitas pessoas fizeram mais pontos que eu, hahahahah).
Aliás, já quero adiantar também que o jogo atrai bastante em termos de pontuação.
O fluxo de jogo é frenético, tornando o jogo bastante divertido. Podendo (também) ser ajustado, para favorecer a possibilidade de as pessoas voltarem e tentarem outra vez.
Algo que eu não gostei foi o fato de o tiro empurrar os coletáveis de cura para longe. Gostaria que o tiro passasse direto, ou que houvesse um tipo de gancho para puxar inimigos e coletáveis para perto de si (permitindo retirar unidades inimigas de perto do coração, ou até mesmo reposicioná-las para fins estratégicos).
Gostaria que fosse sempre possível atirar através das muretas, mas é um pedido específico meu (porque assim seria uma forma de ter alguma vantagem a depender de como se joga).
Seria bacana ter algumas novas armas: deixar granada, fazer muro temporário que pode ser atacado, fazer um escudo em si, fazer um escudo no coração, gerar regeneração no coração entre tantas outras. :) Tudo isso (claro) apenas se a equipe estiver interessada em dar continuidade ao projeto. Apenas divagando um pouco. Hahahahah.
2 - Gráficos, Áudio e Narrativa:
Gostei dos gráficos, mesmo sendo simples. Achei que eles transmitiram bem o conceito que se queria transmitir. Polimentos poderiam ser feitos além do tempo de evento (incluindo redesenho das paredes, com devidas alterações nos colisores).
O áudio serviu bem ao propósito, como foi optado não votar, creio que não seja autoral (ou algo assim). Sugiro apenas após tempo de Ludum Dare criar algo autoral tão bom quanto o que foi aplicado.
A narrativa é simples e direta: proteja o coração. Não há muito o que eu poderia falar além disso (seria possível quebrar o jogo em diferentes estágios, mas eu manteria esse modo de sobrevivência).
3 - Cultura:
No meu ponto de vista, o personagem do jogador (PdJ) doar vida (sangue, HP, life) é uma propaganda simbólica à ideia de cuidar da saúde (própria e dos outros).
Creio que o jogo possa, com os devidos cuidados, servir como propaganda para alguma campanha de saúde.
4 - Monetização:
Uma das possibilidades seria o jogo ser utilizado como jogo sério em algum tipo de campanha de saúde (não sei qual seria a aplicabilidade dessa ideia na prática na sua localização geográfica atual). Quem sabe envolver a tabela de pontuação mundial com algum tipo de brinde e incrementar ainda mais o brinde se alguém for doar sangue ou algo assim (a depender da religião da pessoa, dado que em alguns países (ou religiões) doar sangue é visto como algo negativo/errado).
Outra forma de monetização seria implementar um modo história e vender o jogo em stores como itch.io ou (a depender da qualidade final) outras stores maiores ou de maior retorno financeiro.

PS: Pois é... Acabei jogando mais uma vez. Hahahahah.
PS: Yeah... I ended up playing one more time. Hahahahah.
1 - Mechanics, Learning and Flow:
I really liked the mechanics of donating part of your life to save your heart.
Another interesting part of the mechanics was pushing enemy units when they hit them. I thought that was really cool.
As for learning to play, I found it simple to learn (even more with the explanations before I started). On the other hand, it proved to be quite complicated to dominate and play well (I noticed that many people scored more points than me, hahahahah).
Incidentally, I also want to say that the game attracts a lot in terms of scoring.
The game flow is frantic, making the game quite fun. It can (also) be adjusted, to favor the possibility of people coming back and trying again.
Something I didn't like was that the shot pushed the healing collectibles away. I would like the shot to go straight, or there would be a kind of hook to pull enemies and collectables close to you (allowing you to remove enemy units close to the heart, or even reposition them for strategic purposes).
I wish it was always possible to shoot through the walls, but it is a specific request of mine (because that would be a way to have some advantage depending on how you play).
It would be nice to have some new weapons: leave a grenade, make a temporary wall that can be attacked, make a shield in itself, make a shield in the heart, generate regeneration in the heart, among many others. :) All of this (of course) only if the team is interested in continuing the project. Just digress a little. Hahahahah.
2 - Graphics, Audio and Narrative:
I liked the graphics, even though it was simple. I thought they conveyed well the concept that they wanted to convey. Polishing could be done beyond the event time (including redesign of the walls, with due changes in the colliders).
The audio served the purpose well, as it was chosen not to vote, I believe it is not authorial (or something like that). I suggest only after Ludum Dare's time to create something authorial as good as what was applied.
The narrative is simple and direct: protect the heart. There is not much I could say other than that (it would be possible to break the game at different stages, but I would maintain this mode of survival).
3 - Culture:
In my view, the player's character (PC) donating life (blood, HP, life) is a symbolic advertisement for the idea of taking care of one's own health and that of others.
I believe that the game can, with due care, serve as an advertisement for some health campaign.
4 - Monetization:
One of the possibilities would be for the game to be used as a serious game in some type of health campaign (I don't know how applicable this idea would be in practice in its current geographical location). Who knows how to involve the world score table with some kind of gift and increase the gift even more if someone is going to donate blood or something (depending on the person's religion, given that in some countries (or religions) donating blood is seen as something negative / wrong).
Another form of monetization would be to implement a history mode and sell the game in stores like itch.io or (depending on the final quality) other stores that are bigger or have higher financial returns.
also i'm your 100th review. so congrats!!