Stuck gun by mira
How to play:
- Aim with the mouse
- use the arrows or WASD to move
- the weapon fires itself every ten seconds
Game description:
Stuck gun is a 2D action shooter where you, as a soldier, are doomed to fight against a bunch of monsters on alien planets with a powerful laser weapon that is unfortunately stuck. But you're not completely defenseless, beacuse the weapon fires uncontrollably every 10 seconds. Your goal is to find the necessary items, take them to the ship and, if possible, not die.
Tips:
- weapon fire is so powerful that even an experienced soldier like you may have trouble controlling it properly.
- At the same time, the shot can also be used as a movement booster
- Watch out for narrow corridors!
LUDUM DARE 51 backstory:
Our seventh LDJ in a row. It was the first time we went there with a larger team full of newcomers. The code of the game was mainly taken care of by @mira and @vrerabek sometimes helped remotely. This year, we were helped by a team of graphic designers led by @skel3ton, who was ably assisted by the girls @Nymerit and @mirovamanzelka. The level design was done by @jagman, who also contributed to the sound effects. And finally @vivat-vector joined us and composed the music for the game.
Although this was the first experience for most of the team, we are thrilled with the result. We hope you will like it too.

How to play:
- Aim with the mouse
- use the arrows or WASD to move
- the weapon fires itself every ten seconds
| HTML5 (web) - PLEASE PLAY FULLSCREEN | https://quietmuffin.itch.io/stuck-gun |
| Link | https://quietmuffin.itch.io/stuck-gun |
| Original URL | https://ldjam.com/events/ludum-dare/51/stuck-gun |
Ratings
| Overall | 530th | 3.569⭐ | 67🧑⚖️ |
| Fun | 576th | 3.391⭐ | 66🧑⚖️ |
| Innovation | 811th | 3.062⭐ | 67🧑⚖️ |
| Theme | 359th | 3.891⭐ | 66🧑⚖️ |
| Graphics | 459th | 3.8⭐ | 67🧑⚖️ |
| Audio | 525th | 3.242⭐ | 66🧑⚖️ |
| Humor | 391th | 3.189⭐ | 63🧑⚖️ |
| Mood | 754th | 3.262⭐ | 63🧑⚖️ |
| Given | 91🗳️ | 139🗨️ |
Well polished graphics and the minimap is a nice thing for a Jam game.
Quite easy: it could probably be improved in balance by rendering the enemy more dangerous
Well done with the art and animation, very impressive given the time frame.
As for constructive feedback, I think you've used the same collision boundry (character's feet) for the background and the enemies. I feel that's right for the walls but not the enemies, the player shouldn't be able to overlap them. It made dodging around them easier than it should be and let me ignore the gun for the most part.
The sound effects were kind of loud/harsh in comparison to the background music but that's really the only downside I can think to mention.
Superbly done. =)
Played the whole thing, and had lots of fun doing so.
I think the levels were a little too large and there was a lot of walking around just dodging enemies, would be fun to see an enemy faster than you that makes you panic.
Couple of places where the tilemap was placed incorrectly (missing walls) but otherwise really good art.
Overall very fun game with really good art and gameplay
The music loop were a bit to short in my opinion but the mouth soundtrack were amazing.
The various caracters are cute and destroying a bunch of them at the same time is so satisfying.
I really liked the graphics and animations. Very charming looking. The music was nice and the cutscenes with the photos looked great as well. A lot of polish seems to have gone into it. Great work!

Some thoughts:
- I LOVE the art, you created a lot of different monsters, the background and the main character are awesome too
- It's easy to understand, fun to play, fit the theme.
This was really an innovative concept! And a very clever approach to the level design, putting in some areas that were just general choke areas in level 2.
Yeah, this one came together great!
One thing I was missing a bit was a little more indication, when my weapon was about to fire. Keeping track of that was a challenge while also running from enemies
The only thing that I wish you improve is to add some sound indicating that the gun is almost working (almost charged. Okay, when it is about to fire). Because there were a lot of times when I was not ready for a gun to fire.
You got my point - some sound indicator would be awesome :)
Thank you for the game!
I would have liked some more variation in enemy mechanics or something else to do other than just running away from enemies though. Maybe some timing based challenges or puzzles, or enemies that you have to line up to defeat. As it was right now, it felt like it was lacking a hook or special mechanic. I also would have liked something just before the gun fired - maybe some sound or effect to let me know that it's time to aim.
I noticed a few places on the second map (particularly on the right side) that were missing the "transition" wall pieces. Another small complaint is that there was no volume slider.
The main thing that, in my opinion, would benefit the game would be some more variety in the gameplay. Monsters with different attacks (such as ranged attacks) and different objectives would help.
I enjoyed the story elements as well, and particularly the art that accompanied it. They were a concise way to express the plot and objective.

Really neat! I think the components spread across the map was a good way to get me to move around with purpose. The cut scenes were a nice bit of polish and world building.
You have this gun that fires every 10 seconds and it kills every enemy in 1 hit. The only difference between enemies is just some marginal difference in movement speed, and you can basically get around everything by just walking around them. Even though there are 3 objectives per level and two entire levels to play through, the game stays the exact same from start to finish. I got to the end, but honestly it was just walking and once in a while waiting for the timer to just blasts some guys standing in the way.
Your game is clearly inspired by Vampire Survivors, and I can't stress enough how impressive it is that this was all created in 3 days. You even have a proper minimap display, and I even loved the attention to detail like the character footstep trail. But I think its missing some of that extra sauce that Vampire Survivors has like variety in weapons, leveling up, varied enemy health, juicy feedback from hitting enemies, etc. I think it would be more interesting if your weapon fires a different type of shot every 10 seconds and that different enemies had different weaknesses or something.
Sorry if this came out harsh! I can't say enough how amazed I am by the entry, in fact I'm only saying this because I feel there's so much potential here for something really amazing and fun to play, but more time needs to be put into the game design! Thank you for the game!
Thanks everyone for the full and detailed feedback, we'll try to keep working with it :)
@Jag: no worries, I'm used to working with feedback and I agree with everything you write, thanks for that... :)