Switch Heroes by Delpod
Description
You and your best friend were just walking down a street when a wizard kidnapped you. He used black magic and now only one of you can exist in this universe at the same time. You switch every 10 seconds. Will you manage to escape?
- Fight monsters
- Clear rooms
- Take upgrades
- Escape the dungeon
How to play
- Character movement: W, A, S, D or Left stick on gamepad
- Weapon rotation: Mouse movement or Right stick on gamepad
- Attack: Left mouse button or Right trigger on gamepad
- *Note*: Gamepad support is limited in menus so you'll have to use it anyway.
- Exit using Alt+F4


Toolset
- Engine: Unity
- Art: Aseprite and very occasionally Krita
- Music: beepbox.co, bfxr, Audacity
1.0 (Ludum Dare version) known issues
- As mentioned before, gamepad doesn't work with menus
- Monsters are z-fighting
- It's pretty unbalanced
- Linux build doesn't have execution privilege type "chmod +x SwitchHeroes.x8664" and then run. Cursor image is broken in Linux build
- No exit button
Post Ludum Dare 1.1 update changelog (Till voting isn't over this version is only available for download on itch.io):
- Added small rooms randomly, up to some big rooms
- Added temporary upgrades
- Added timer to the win screen
- Added exit button
- Changed number of levels from 3 to 4
- More variety of rooms
- Rounded corners to smooth out the movement
- Fixed game-pad and keyboard navigation in menus
- Fixed small loading when changing rooms
- Fixes for enemies Z-fighting and movement
- Some balancing with weapons damage and difficulty
- Graphics improvements
| Link | https://github.com/Delpod/ludum-dare-51 |
| Itch.io (Win, Linux, macOS) | https://delpod.itch.io/switch-heroes |
| Original URL | https://ldjam.com/events/ludum-dare/51/switch-heroes |
Ratings
| Overall | 348th | 3.181⭐ | 38🧑⚖️ |
| Fun | 339th | 3.043⭐ | 37🧑⚖️ |
| Innovation | 399th | 2.829⭐ | 37🧑⚖️ |
| Theme | 268th | 3.529⭐ | 37🧑⚖️ |
| Graphics | 395th | 2.857⭐ | 37🧑⚖️ |
| Audio | 331th | 2.75⭐ | 36🧑⚖️ |
| Humor | 267th | 2.469⭐ | 34🧑⚖️ |
| Mood | 325th | 2.941⭐ | 36🧑⚖️ |
| Given | 48🗳️ | 49🗨️ |
@osh-studio Thank you as well. Once I got the level generator and traveling between them working I got the same feeling about Binding of Isaac, but it wasn't planned.
@rickylee Thank you, I'm glad you enjoyed it :D
Regardless: solid game. Nice effect on switching. One time the green slime attacked me when i was going through a door. But most of the times it was balanced out that you could emphasize the level.
well done.
Very nice game, loved it, the graphics are very nice and the music, however a bit repetitive is fitting!
I like how there's a few enemy types allowing you to make use of the walls in the middle lots and how you can work towards making something you're struggling with a bit easier with upgrades. The tone of the music was good btw, sets a nice gloomy dungeon feel!
Well done with this! Feels like the beginnings of a fun rogue like dungeon crawler!
@wrac4242 Thank you, I also wanted to make some more exploring (that's why there are doors at the top of rooms) but couldn't make it, I'm also adding that in post-LD update.
@kosmosael Thank you a lot for nice words and playing the game.
@sarah-alexa Thank you for feedback, I'm also fixing the issue of enemies spawning too close to the doors in the update. I'm glad you liked it.
@thegamearchitect Thank you, I'll think about the art style and see If I can fix it easily
Fight mechanics are ok, the enemy variety is nice but not enough for the duration of the game. The procedural maps keep things fresh tho. The upgrades are cool, but reduced damage upgrade is a bit too overpowered. I like how the sword guy can destroy bullets too, it's a very cool detail and is actually useful in some situations
Good entry overall, but definitely needs some post-jam improvements
@miltonnh25 Thank you for feedback, I know that the difference is not big enough, I wanted to create item system to make the weapons behave very differently but I knew I wouldn't be able to do it well in 48h.
@gamedevzach Thanks, I added a temporary upgrade system (you have to play faster to better utilize the upgrades you get) to counter that defensive play a bit in post-LD version 1.1.
@madeofst Thank you for kind words and suggestions. Some of the problems you already mentioned are already fixed in version 1.1, so it's nice that we both saw these problems. I wanted to create additional smaller rooms up to some of the bigger rooms and I did in 1.1, spawning too close was fixed and also in LD version there is always some small lag when changing the room, and it was also fixed, so the experience should be more smooth.
@glink4 Thank you, I'm glad you enjoyed it also on joypad as I didn't have much time to test it. I've never played "Enter the gungeon" but I played BoI and once I implemented switching rooms I saw that it was a bit similar. But I take these similarities as complements :smile:
@rubel-nmb @rightearphone Thank you very much!