The Red Hoard by NoahShomette
https://nickhaldon.itch.io/red-hoard -- link for web build and download
An endless runner with the limitation that you die every ten seconds unless you pick up a health object.
Built using Bevy.
W to move forward, A and D to rotate. Pick up Blue boxes to reset your time, pick up a Gold Box to reset your time and activate a temporary mode that allows you to kill the red blocks.
You get a point every second you are alive, killing a red block gives you 5 points.
Try and get the highest score!

| Github src | https://github.com/NoahShomette/ld51_game |
| Original URL | https://ldjam.com/events/ludum-dare/51/the-red-hoard |
Ratings
| Overall | 1100th | 2.917⭐ | 20🧑⚖️ |
| Fun | 1066th | 2.778⭐ | 20🧑⚖️ |
| Innovation | 1150th | 2.472⭐ | 20🧑⚖️ |
| Theme | 983th | 3.167⭐ | 20🧑⚖️ |
| Graphics | 1092th | 2.316⭐ | 21🧑⚖️ |
| Given | 23🗳️ | 8🗨️ |
Moving with only other elements as landmark is cool & hard. Maybe having less power when turning would be neat but
Good job !
Glad you enjoyed it! I appreciate the comment and I'm definitely gonna try and make it a little bit easier on the onboarding and movement!
@fastandblast
That was the goal but might have gone a little to overboard on it lol. Thanks for playing!
@rafale25
I originally did have a background but didn't have time to deal with trying to reset it as the player got to the edges, I'll definitely look at bringing sometype back in a simple manner to not distract from it. Thanks for commenting and playing!
@holtzzy223
Thanks for playing! Glad you had fun!
@boxedmeatrevolution
Dang I think you've beat my high score in a run, I had a little over one hundred in the final build lol. Definitely agree that the game gets kinda hypnotic once you get in a groove, I enjoyed the little challenge the controls gave but they definitely need to get tweaked some. Thanks for the insight and I'm really glad you enjoyed it!
It seems like enemies were spawned directly around the player, so moving in one direction was the dominant strategy here. For example, if I ever chose to start going right after going down for a while, I would suddenly be bombarded by enemies. I think this is probably fine, in fact it ended up giving the power ups a bit of depth. To get the most out of the powerups, you need to stay in the same area for a few seconds, or go back into the direction you came from, for maximum enemy collision. However, both of these strategies will make the game significantly more difficult for a while, since you stopped going in one direction. There's a nice balance of risk and reward with the powerup strategies.
It was also satisfying to get the hang of the controls. It felt cool weaving through enemies, escaping near-impossible situations.
I wish there was some guarantee that a blue box would show up. Many of my runs ended through no fault of my own, I just happened to choose to go in a direction that didn't have a blue box for 10 seconds.
I also think the player may have just been a tad too fast. And I really do mean a "tad". I think the speed you chose is pretty close.
Other than that, I feel like it's missing something. Don't get me wrong, this is plenty impressive for 72 hours of work, but if you choose to expand on it in the future, I'm curious what direction you would go in. More enemy variety? Shooting? Predesigned enemy groups? More powerups? Perhaps another vector of complexity entirely, like upgrades + different upgrade paths. Sounds like you may have been going in that direction already since you mentioned vampire survivors on discord.
Good job, and thanks for repping bevy!
Only addition i would make is to add an indicator of direction a player is pointing at, because sometimes it's hard to understand where player is going to move when you press 'W'