Fight By Wire by brawnyfrogmouth

[raw]
made by brawnyfrogmouth for Ludum Dare 59 (JAM)

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A top-secret incremental shooter, made for Ludum Dare 59!

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Your mission as a field agent operator has been put on hold after the appearance of wave after wave of interdimensional horrors. Control your secret agent partner in order to shoot enemies and unlock upgrades.

Make sure your signals are grammatically correct: each transmission must start with a certain "begin sequence" tile and end with an "end sequence" one.

Good luck and happy demon hunting!

Ratings

Overall 754th 2.976⭐ 23🧑‍⚖️
Fun 767th 2.643⭐ 23🧑‍⚖️
Innovation 495th 3.286⭐ 23🧑‍⚖️
Theme 631th 3.262⭐ 23🧑‍⚖️
Graphics 610th 3.31⭐ 23🧑‍⚖️
Humor 432th 2.75⭐ 20🧑‍⚖️
Mood 758th 2.889⭐ 20🧑‍⚖️
Given 24🗳️ 7🗨️

Feedback

LDJam user 342640
Apr 20th · 23:27 UTC
Cute game! I played a bit, but at some point the bullets the enemies were shooting at me seemed to break and fly offscreen super fast. Past that point they just stopped shooting at me entirely. It could just be my machine, but it might be something you wanna check out. Either way, I like it!
🎤 brawnyfrogmouth
Apr 21st · 09:49 UTC
@drainkid thanks for the review! I just made a hotfix, I think the issues had to do with how the spores were detecting collisions.
elemel
Apr 25th · 14:26 UTC
Fairly easy to understand what I should do, so good job on that part of the design. But I don't think this mix of turn-based and realtime worked that well for me. Avoiding taking damage is too hard, so you don't feel in control. (Or maybe I misunderstood something after all.)
LDJam user 240296
Apr 25th · 15:17 UTC
interesting idea! at first it was pretty difficult to understand how to move and what those commands do. then i didn't come up with how to protect myself from bullets. it would be nice to have a tutorial at least in the game description. but nevertheless, it's a good job for the jam!
Maakole
Apr 25th · 23:07 UTC
If the bullets were turn-based to when the player moves (similar to Superhot), this could make a good puzzle game. But as-is it mostly feels like random chance as to whether or not you can dodge shots. The open and close brackets also don't really seem to have a purpose, outside of just slowing the gameplay down. I think with more command options though that problem could be alleviated.
sinemual
Apr 26th · 04:27 UTC
That's a nice little idea! If there were arrows instead of the T's lying on their sides, it would be a bit clearer at the start what's going on. And for some reason, the screen isn't rendering right for me—it doesn't fit.
TinySalad
May 04th · 19:35 UTC
I like the idea, the idea can easily be built upon. Nice artstyle.

The execution of the actions felt rather sluggish, and it is really unclear how combat works without any kind of shooting animation for the players basic attack.
Wizard
May 04th · 19:47 UTC
I took me a couple of goes to understand how things worked, and even then it seemed like I completed each wave via chance. I'm unsure how I was defeating the hostiles, other that moving under them. I liked the programmed movement concept but if pairing that with realtime mechanics, there needs to be a faster way of inputting commands, maybe keybinding or macros would work? novel idea for a game, and I'm interested on where you might take it.
Jahwffrey
May 05th · 03:57 UTC
Really neat idea but really hard to use in practice! There was such a delay between input and action given what was going on, but it was still neat and the little guys were cute
galareteg
May 05th · 11:49 UTC
Pretty cool! I like the idea I think it has a lot of potential, but I wish there was a little more variety. Some simple audio would go a long way. The art is quite cute, it's nice.
Sam Gorman
May 06th · 17:41 UTC
I really like the cute hand-drawn graphics, and the combo of a turn-based economy game and a classic Space Invaders-esque top-down shooter is neat. It's a neat mix of strategy and action!

The gameplay didn't quite click for me - I'm not entirely sure what I'm doing a lot of the time. I tried it several times and am still not confident how the enemies are dying. I think you need more visual feedback for the actions you take in the game (SFX would be very helpful as well!)

The mix of turn-based and real-time gameplay also felt awkward. It takes a while to input commands (especially with those kind of ancillary open/close brackets) and the bullets move around so fast it's near impossible to avoid them. If I were you, I would make the bullets move on a grid turn-by-turn just like you do. Some more commands to add more strategy to the "coding" aspect would be nice too!

Nice work overall! It's super cute and the mix of gameplay ideas here has a lot of potential.
kkkyia
May 07th · 06:23 UTC
Cute graphics for the agent and horrors! Though I finally realize how to beat the horrors, I feel like my controls aren’t very precise, so I end up dying pretty quickly.
Antoine Bodin
May 07th · 10:13 UTC
Hey,
Just so you know, we don't have access to the original build, only to the one you made almost one week later.
fabonacci
May 07th · 12:56 UTC
I don't understand how i damaged enemy and with this movement system, i would have prefer a puzzle approach. May be having the ennemies attacks bouncing at a precise location. So we should use the right signal at the right time.
Anyway, nice entry.