Fight By Wire by brawnyfrogmouth

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

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!
| Link | https://brawnyfrogmouth.itch.io/fight-by-wire |
| Original URL | https://ldjam.com/events/ludum-dare/59/fight-by-wire |
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🗨️ |
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.
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.
Just so you know, we don't have access to the original build, only to the one you made almost one week later.
Anyway, nice entry.