Yet Another Shmup by AssertFailure
Classic shoot 'em up made from scratch in about 20 hours for the 48th Ludum Dare Compo. My first LD ever! Use weapon and shield powerups to infiltrate deep into enemy lines with your mighty spacecraft.
Fixes
- 2021-04-29: I quickly ported the game to WebAssembly, so if you don't like downloading random binaries you can now play directly from your browser! The code was completely cross-platform anyway, so porting required literally only couple edited lines. All features are the same.
- 2021-04-29: Lowered the fire rate of enemies. Thanks for the feedback everyone!

| Web Version | https://assertfailure.itch.io/yet-another-shmup |
| Original URL | https://ldjam.com/events/ludum-dare/48/yet-another-shmup |
Ratings
| Overall | 512th | 3.375⭐ | 34🧑⚖️ |
| Fun | 424th | 3.359⭐ | 34🧑⚖️ |
| Innovation | 867th | 2.203⭐ | 34🧑⚖️ |
| Theme | 769th | 2.922⭐ | 34🧑⚖️ |
| Graphics | 485th | 3.391⭐ | 34🧑⚖️ |
| Audio | 389th | 3.25⭐ | 34🧑⚖️ |
| Given | 31🗳️ | 50🗨️ |
I'd say the difficulty is a bit too high early on. The enemies move and shoot too fast when you are starting out, so it is really difficult to take them out with the staring weapon without taking damage yourself. I'd say slow them down a bit, and make them shoot less frequently.
Other than that it's a good basis for a shmup, I like how you limit how long you can shoot to give more meaning to the shoot button, and the ship designs and particles effects are great.
This is a really impressive base, especially for 20 hours. Nicely done!
@oc1d To answer your questions: Powerups are basically random every time you destroy an enemy ship. Red enemy ships have higher probability to drop a weapon powerup than other ships. If you want you can check Game.cpp row 615 from the sources to see how throwing a powerup is determined when an enemy is destroyed. (S) was for shields and (W) was for weapon, but "ship" works as well :) Also, you basically made it into the end game as The Core is the last stage and it only gets harder but never ends. I think 3400 km or something is the best I've seen.
It would benefit from some more different powerups. Sometimes it feels like the random number generator is really playing against you when it comes to shield recharge :)
Currently with them all shooting downward at a rather high rate of fire means that you can only safely take them out by either hitting them at the edge of their hitbox or shooting ahead of their movement direction.
Very good entry non the less.
I'm very curious to know how did you make it portable to WebAssembly!
Is that a SDL feature?