Left Beehind by mistercheezymoon
You've been left behind and have no hope of escape or survival. Keep the floor and your generators stabilised as long as you can before the horde of robot bees overwhelms you.
| Link | https://mistercheezymoon.itch.io/left-beehind |
| Original URL | https://ldjam.com/events/ludum-dare/49/left-beehind |
Ratings
| Overall | 970th | 3.36⭐ | 27🧑⚖️ |
| Fun | 823th | 3.36⭐ | 27🧑⚖️ |
| Innovation | 949th | 3.12⭐ | 27🧑⚖️ |
| Theme | 608th | 3.68⭐ | 27🧑⚖️ |
| Graphics | 1307th | 2.638⭐ | 31🧑⚖️ |
| Audio | 813th | 3⭐ | 27🧑⚖️ |
| Humor | 494th | 3.348⭐ | 25🧑⚖️ |
| Mood | 1051th | 3.125⭐ | 26🧑⚖️ |
| Given | 15🗳️ | 26🗨️ |
Overall, it was pretty difficult and I could only last a few minutes before each death, but it was a lot of fun, awesome job!
Movement felt a bit floaty ^^
One thing I noticed -- when I get a 'game over', the Start Over and Quit buttons are overlapping and flash rapidly.
For a first jam entry, I think this was a great job!
The mechanics were a bit confusing at first (but maybe I'm just getting old...), but the controls felt solid overall. Also it would have been helpful if the enemies had some sort of highlight or something to make them "pop" more in front of the yellow tiles. The breaking tiles are a cool feature that fits the theme quite well. Solid entry
The biggest things hindering this game are:
- Picking up powerups requires you to stop, during the middle of the crumbling floor, oncoming enemies, and your sizeable acceleration that makes you immediately run past the powerups. Powerups also spawn at a very fast rate, you'd probably be better off making them rarer and not having to press a key to equip them.
- The audio is extremely repetitive and becomes downright annoying, and also a little loud when it comes to the gunshot. A little change or two in each, as well as a little volume decrease wouldn't hurt.
- Enemies don't pose much of a threat, they're pretty slow and only fire a few bullets on a huge floor
- The spaces between the towers seem a little unnecessary, the gaps are huge, and you're fighting the same types of enemies over and over, so the spacing seems kinda pointless when you could just defend one tower and take the risk of going out for powerups further out on a map.