Mullet Time by Lajbert
About me: I've started learning video game development 5 months ago by working on my own 2D game engine, which I used for this game. I wanted to challenge myself to see how far I've got so far, and I'm happy I did. This 48 hours was very challenging, but really fun and educational! Although I had no time to implement everything I wanted and more time for polishing would have been great, I'm still very happy with it!
About the game: You have to jetpack through danger, shoot up enemies using handgun, machine gun and shotgun, collect ammo/fuel and survive while progressing down the cavern. Don't touch the lava!




Engine: Monolith Engine (my own, 2D game engine, source code below)
'Art': Aseprite
Map editor: LDtk (https://ldtk.io/)
Sound effects: https://sfxr.me/ Music: https://ecrettmusic.itch.io/ecrett-music
Changelog:
2021.04.26 Bugfix after deadline: the spartan kick that is essential to progress wasn't always triggered, it had to be fixed. Github commit: d570f85
Update for the game's site: when I first uploaded the game, there were no sounds, so I opted out from that category. I've added sound just about in the very last hour of the compo, but I forgot to opt back-in into the category. Now it's done :)
| Source Code | https://github.com/Lajbert/ludum_dare_48 |
| Windows executable zip | https://lajbert.itch.io/mullettime |
| Original URL | https://ldjam.com/events/ludum-dare/48/mullet-time |
Ratings
| Overall | 498th | 3.403⭐ | 33🧑⚖️ |
| Fun | 394th | 3.406⭐ | 34🧑⚖️ |
| Innovation | 747th | 2.656⭐ | 34🧑⚖️ |
| Theme | 782th | 2.875⭐ | 34🧑⚖️ |
| Graphics | 723th | 2.859⭐ | 34🧑⚖️ |
| Audio | 491th | 3.056⭐ | 29🧑⚖️ |
| Humor | 117th | 3.5⭐ | 33🧑⚖️ |
| Mood | 709th | 2.759⭐ | 31🧑⚖️ |
| Given | 44🗳️ | 42🗨️ |
I like how the Sparta kick teaches the player how to kick with right-click. Learning by doing is really powerful.
I like how the game is relatively forgiving with the powerups and lives. It's not too unfair, but definitely challenging at the same time.
If I were to try improvements, I think that the jetpack UI could be close to the player so that I don't need to read the corners of the screen. Also, I felt inclined to kick the 2nd enemy, but it didn't feel effective enough, so I resorted to the gun.
The shotgun was fun to use. I used the recoil to dodge bullets :)
The music bops. I like it :)
The jetpack was pleasingly zoomy and navigating through the spike corridors was challenging but not frustrating - and the sprites were pretty charming too. Great job!
The Spartan Kick is inspired, if a bit weak, and the gunplay feels good. I love the music, and everything looks great and sounds great. I think the UI could be closer to the player, as @cammin said, but impressive game overall!
What I could see was a lot of fun. Some of it was a little tricky, like the jetpack felt too sensitive for me to be able to negotiate the spike-lined corridors without hitting anything, and there were a _lot_ of bullets flying at me at times.
But an excellent start for the 48 hours, well done!
@ristoretto , thanks! agree, the kicking thing was a hit and miss, I should have put much more focus on it, but I had no time to do the final touches, so I just tried to make it playable by throwing in more ammo into the game, hoping that it will be just enough without relying in the kicking :)
@chiller thank you so much!
The jetpack felt really nice -- I used it constantly to dodge bullets from the turrets. Once I got the hang of it, I didn't even have a need to shoot the turrets. Overall the platforming felt really tight (great job on this), the jumps felt a bit fast at first but I got used to it almost immediately.
It took me a couple tries to beat and I think the difficulty right where it should be - challenging but fun : )
I saw an above comment saying you were looking for some constructive criticism so here it goes:
Some things you could consider:
- I think it would help a lot if it was more obvious you were taking damage (maybe screen-shake?)
- The lava only seemed to be an issue for me early on
- The object permeance of the bullets was AWESOME but I would also make them more visible. (I'm part of the school-of-thought that bullets should be the size of watermelons)
- I had a glitch during one run where the camera didn't zoom back out after the spartan kick, not sure why this happened
- I highly recommend this video/talk *(youtube.com/watch?v=AJdEqssNZ-U&t=409s)* if you're looking for quick and dirty ways to improve game-feel
You wrote your own engine??!!? The first thought that comes to mind is WHY?! But I remember when I started we had to do that, it's just that today you don't need to, you can use Unity for example. Still I commend you for learning what it means to actually make a game engine.
As for the gameplay, I can't get past the first set of flames after I get the jetpack because I use the jetpack and instantly die. I just can't control it for some reason.
And when I die I am forced to quit the game :cry:. That's not exactly user friendly. :-(
Also the video settings don't say saved when I am forced out of the game because I died so I have to redo them every time I play... frustrating!!!
Having said all of that you still deserve a 5/5 in my book for having written your own engine!
Now you can take my advice or leave it... if you want to actually make games, then you would be serving yourself greatly to ditch your own engine and just use something like Unity... you will be able to dedicate all of your genius talent to just making the game instead of fiddling with crap.
Keep up the great work!!!
lurum_dare_48: MulletTime.exe- Application Error
occurred in the application at location 0x00007FF826654B59
i would love to play the game but the game wont open no mather how much i click on it or i get this error
I think the jumping and jetpack controls are too touchy. Unless you just barely tap them, you fly up super fast. Personally, I think the game could have been more fun with just the shooting elements and no spikes, or vice-versa.
But wow, for only 5 months into a game development journey (and writing your own engine to boot) this is a really impressive accomplishment. Congratulations, and I hope you keep coming back for future jams!
@kevin-s thank you for the feedback and the advices! If I was working something big, I'd also probably go for a commercial engine, but all my game ideas are relatively small, and I enjoy writing the engine at least as much as working on an actual game. The restart game option had a bug which I had no time to fix before the submission deadline, so I just removed it :(
@skvader-418 , I know that LD is not about having second-third chances, but if you'd still like to try my game, I can push an update that would create a log file for me to see why it crashes for you. Nobody else experienced this, so right now it's a mystery for me too, but I'd be happy to fix it in case you'd try a new version and send me the log.
@blackopsben, thank you! Unfortunatelly I had to remove the retry option before the submission deadline as it had a bug I had no time to fix :(
@goutye and @andrewkennedy Thank you both! Yes, some polishing would have been really nice, but I had no time :) I wish I prioritized that over other things... I'm happy you still enjoyed it though :)
Also, thanks for mentioning ecrett-music. I didn't realize AI music was this good nowadays. I like the challenge of trying to make my own music, but this will be a useful backup option for the next event in case I run out of time again (I only had 80 minutes to do my music this time and barely managed to get it done).
@lmb It runs fine in Wine, so there's no reason to let a lack of Windows stop you from getting your mullet on.
It also ran fine through Wine which was nice.
Cool game, fun to play.
I don't have anything to suggest that others haven't said yet: didn't like to restart the whole game after dying, jetpack was a bit too strong and took some time to feel natural, Sparta kick was not very useful (though was a fun moment)!
Great Ludum Dare debut!