Shlooper by Gurbx
How To Play
Collect the 5 crystals in the 5 different dimensions before the time runs out

Controls
- ‘A’ and ‘D’ to Move left and right
- ‘SPACE’ to jump
- ‘S’ or ‘W’ to Dodge
- ‘MOUSE’ to aim
- ‘LEFT MOUSE BUTTON’ to shoot
Tools Used
- Unity Game Engine
- Graphics: Aseprite & Photoshop
- Sound: Bfxr & Audacity
- Music: Bosca Ceoil
Development Timelapse
| Youtube | https://github.com/Gurbx/LudumDare47 |
| Youtube | https://gurb.itch.io/shlooper |
| Original URL | https://ldjam.com/events/ludum-dare/47/shlooper |
Ratings
| Overall | 33th | 4.083⭐ | 26🧑⚖️ |
| Fun | 10th | 4.188⭐ | 26🧑⚖️ |
| Innovation | 345th | 3.217⭐ | 25🧑⚖️ |
| Theme | 277th | 3.667⭐ | 26🧑⚖️ |
| Graphics | 6th | 4.521⭐ | 26🧑⚖️ |
| Audio | 107th | 3.646⭐ | 26🧑⚖️ |
| Humor | 331th | 2.4⭐ | 22🧑⚖️ |
| Mood | 84th | 3.761⭐ | 25🧑⚖️ |
| Given | 10🗳️ | 4🗨️ |
A couple things on Controls
I wish it had controller support, never been great at 2d shooters that required a mouse to aim, I think playing with a controller would elevate the whole thing.
Also I found myself struggling that with the two different jump buttons. Spacebar and W are both common jump buttons and I kept hitting one of them expecting the other thing to happen. I would try and jump from the ground with W, and sometime try and dash with Space, just out of habit... Assuming there is no prolonged jump, which it seems like there isn't, I think dash and jump would be better mapped to the same button, I prefer W.
I get those are some nit picky things for a comp project, again this game feels super polished regardless of the fact that its a comp project.
Great Job!
I only have a couple of issues I ran in which might be some valuable feedback:
Sometimes, the jumps felt a little off. I fell down a couple of ledges even though I thought that the jump was timed ok. Maybe adding a few "lenience" frames when falling of the ground in which the player can still jump normally. I usually add those in my platformers to prevent such issues.
The other issue comes down to visibility. All the camera shaking and HUGE bullets really took away from my ability to dodge enemy bullets and/or see if hit anything. Especially in the last iteration, there are A LOT of enemies and was really hard to see anything.
But that's really all I can give you :) All in all a VERY good experience. Good job!
Reusing the same level layout was also a pretty smart way to use the compo time efficiently.
It might have been worth tweaking the difficulty in some way; especially since on your first playthrough you don't know exactly how long the game will be and don't know how much time you have per level. (For instance, the later levels take longer since there are more enemies to fight and dodge.)
The ending was also slightly unsatisfying, but I'm not sure what could have been done there that wouldn't have taken a lot of time.
Anyway, the gameplay more than makes up for these minor complaints. The controls feel responsive and everything has the right amount of "kick" to it. Good job.
P.S. The gun reminds me a lot of the pistol from Quake 2...