FleshShot Plus by Retrisma

In this game, you play as the guy.
You shoot the invading geometric shapes who are coming for you. You harvest their organs.
With the organs you can buy and place support towers to boost your antiviral capabilities.
Controls:
WASD - Move
Left Click - Shoot, Choose Towers, Heal Small Towers
Q - Place Tower
E - Enter Big Tower
Created in 72 hours for Ludum Dare 52.
David Van Hise (@retrisma) - Programming, Design
Thomas Ward (@mm2wood_mid) - Music, Sound Effects, Design
@gunturtle - Character Art, Animation
Cole Spitzner - Additional Art
Meghan Slate - Additional Art
Jack Scherban - Concept, Playtesting
Ben Kobrak - Concept
| Link | https://mm2wood-mid.itch.io/fleshshot-plus |
| Original URL | https://ldjam.com/events/ludum-dare/52/fleshshot-plus |
Ratings
| Given | 8🗳️ | 8🗨️ |
Like the fun artwork though, interesting spin on the theme
![5555b[1].gif](///raw/547/14/z/55a51.gif)
It was a bit hard for me but I liked the general mood.
I love "the guy"!
Game took me a bit to figure out but it's fun! You should probably include some screenshots somewhere tho!
One strategy I tried using to perhaps buy some time was to just put as many upgrade towers as possible in the way of the central tower. This seems like it might help, as it should distract the enemies, but it ultimately wasn't enough for me to be able to get past round 6.
I am curious how far is known to be possible -- e.g. how many rounds did you get through while playtesting? It seems possible that I am missing something about possible strategies.
But as it stands, I don't see any real way to win against these larger groups of guys. The specific problem seems to be that it takes a long time to move between the different towers, and so inevitably there will be enemies that reach one of the towers and damage it. In particular, my thinking is that if I leave tower A to go to tower B, even if I have killed all the enemies that are current at tower A, the round-trip time to get to tower B and back will be long enough for some enemies to show up and start doing damage -- but if I don't even try to go to tower B, then the enemies will do damage to tower B, of course.
I do like the novel tower defense mechanics, though. Having towers just be upgrades is an interesting twist, and I think it adds depth for them to also act as enemy distractions, even if I couldn't use that mechanic super effectively.
The upgrades themselves are fun, and it was nice trying several of them out over the course of my different runs.
And, the overall combination of the player being able to shoot while moving around, and being able to shoot in the towers -- while those towers are at the same time the object to defend -- it's an intuitive set of mechanics to learn, and they all reinforce each other nicely. It also seemed like perhaps the tower upgrades were affecting the player's own shooting while in range, which is cool.
I quite enjoyed the music, especially the music that plays during the enemy wave.