Danger Rat by Studio Gomp
OVERVIEW
Danger is his middle name!
Plunge into hell and swing your sword! Become a rat and fight...demons!?
Created during the Ludum Dare 48 game jam, Danger Rat is an infinite faller made by a team of ten students. Play as our loveable rat and enjoy his tiny (but mighty!) sword swings! Track and try to beat your high score as you race down the abyss slashing enemies that try and get in your way. There are thousands of enjoyable ways to die, so enjoy your stay!
Also, there’s cheese involved! We cannot promise this -Legal Team
^Stuart Danger Rat
Dodge obstacles and destroy enemies on your way down
Live the casual life of a rodent
Careful! Rats only have 3 lives...
Enjoy the sights of hell
Beat your scores and see whose superior among friends!
Experience a new and improved version of your own personal hell as you try and control your rat!
CONTROLS
Move your mouse to guide the rat, click to attack, or bounce/deflect objects
AVAILABLE ON
Windows (Mac version coming soon!)
TEAM GOMP
Drew Abegg - (Artist: 3D Modeling, Technical Art)
Noam Egan - (Artist: 2D Animation)
Siarra Garza - (Artist: Art Director, UI, Technical Art)
Liam Healey - (Programmer)
Kara Howard - (Artist: UI, Particle Effects)
Savanna Miller - (Artist: 2D Animation)
Neo Mottel - (Artist/Designer: 3D Modeling, Level Design)
Hugh Pettitt-Kenney - (Programmer)
Mabel Reed - (Music/Programmer)
Riley Wood - (Artist/Designer: 3D Modeling, Level Design, Technical Art)
Thank you for looking at our chaos! We had tons of fun participating in Ludum Dare 48! -Studio GOMP
| Link | https://studio-gomp.itch.io/danger-rat |
| Original URL | https://ldjam.com/events/ludum-dare/48/ludem-dare-game |
Ratings
| Overall | 618th | 3.685⭐ | 64🧑⚖️ |
| Fun | 375th | 3.734⭐ | 64🧑⚖️ |
| Innovation | 1035th | 3.115⭐ | 63🧑⚖️ |
| Theme | 735th | 3.782⭐ | 64🧑⚖️ |
| Graphics | 808th | 3.766⭐ | 64🧑⚖️ |
| Audio | 382th | 3.75⭐ | 62🧑⚖️ |
| Humor | 472th | 3.267⭐ | 60🧑⚖️ |
| Mood | 970th | 3.458⭐ | 62🧑⚖️ |
| Given | 114🗳️ | 116🗨️ |
The homing enemies are the worst! But in a good way.
The movement of the rat feels good, the steering is just clunky enough to be difficult, bot smooth enough to feel fun.
Good job!
Also the bounce/slash mechanic is really neat.
Other than that the game is great. It feels nice, the art is wonderful and the music is just the best. Congratulations on finishing it with such a huge team! It must have been hard to manage such a crowd.
The basic gameplay concept consisting of the horizontal movement of the rat and the "bounce slash" has a nice high skill cap without feeling unfair or janky. The level generation doesn't get too repetetive and has well thought out individual challenges. The background models also are amazing and seem to be never ending, it makes you thrilled to get further each time and see what's left to uncover.
My personal highlight is the music, however. It has so many cool individual parts that I look forward to listen to everytime, including the guitar, piano and the old school-sounding midi-like instruments. It's not just well mixed and produced but has melody in everythin, which I only see very rarely. I especially like the "synth-choir"-part as it greatly accentuates a descent into hell, I feel.
To give some criticism, some of the art in the game does not - while being great individually - fit together too well, especially regarding color scheme and level of detail. It's also hard to make out what the more detailed enemies are supposed to represent while you're in the process falling. There could have also been a few more foreground details that match up with what you see in the background. These are minor issues however, and as someone who's also in a team of (this time 6) students, I know that group coordination is always an extra challenge to overcome.
Great work!
Strenghts :
- Impeccable visuals and audio
- Dynamic controls scheme
- Good balance... and overall fun !
Possible improvements :
- Simply pushing ennemies away is sometimes counter-intuitive, but I guess it's part of the design :)
Great game !
it beacuse it can affect my rating of the game, without me noticing (The fun section) so yeah. Overall tho very cool
P.S.
I still tried to make my rating as not affected as possible, so it shouldn't be a big difference
The controls are silky smooth and responsive. The background hellish landscape is amazing, featuring fun design and clean integration with the rat's falling and bouncing. The game is clearly one that rewards quick reflexes and thinking, but it works consistently to where that's no problem at all. Nothing plays worse than finnicky reflex games, and this isn't one of those.
The music is fun, and the enemy types are varied--at least I think, as it's hard to appraise them when falling in a blur. I did get a strange glitch where the rat was blurry on spawning by the chain, but it seemed to wear off as each run went on.
Overall, a very polished and fun experience!
I didn't love how you had your momentum killed by hitting stuff, it just kinda felt bad to bounce so much. I liked the birds.
Overall, great job!
The game also tried to launch in SteamVR (I have a VR headset), not sure if there's some Unreal Engine stuff going on there.
@thesambassador Yup, we made the game using Unreal. I appreciate your feedback about the bouncing, though it is a very integral part of the game. Do you have suggestions on how to make it better?
That's the best I ended up getting. Really hard but fun. I really like the perspective of the background as you descend further.
Good job! It was quite fun to play, although I used attack constantly to avoid obstacles. It also seemed to me that the locations are constantly repeating, but I'm not sure about that.
The concept of the main mechanic of using your 'attack' to bounce back up was interesting, it reminded my a bit of downwell's main mechanic, but you have the addition of not pushing you back up unless you hit something with your attack which I think adds a little extra something to it, which is good!
The art was cute and fun, and there were some cool looking enemy designs. The audio was catchy and went well with the fast-paced gameplay which i liked too.
Good job on your submission team! I know its not easy with that many contributors to organise it all, but you pulled it off :)
I want to leave you with one idea for improvement, but it's so minor. It seems that the hitbox for the rat includes the sword, so if I let the tip of the sword hit a rock, I'd take damage. I had to remember that the hitbox while swiping was much much farther down, so I had to swipe early. If there was some way to indicate where the bottom end of the swipe hitbox will be, or maybe take the sword out of the rat's hitbox, it might help?
Awesome job, you should all be very proud!