WaveRush by MysticGames
A simple game where you fight waves of enemies and upgrade your abilities to eventually fight the boss.
WASD or Arrow Keys - Move Left Mouse Button - Shoot Shift - Dash
Code - Mystics Art and Audio - Raringlug
UPDATE 7/10 - Fixed major bugs
| Link | https://mysticsgames.itch.io/wave-rush |
| Original URL | https://ldjam.com/events/ludum-dare/58/waverush |
Ratings
| Overall | 739th | 2.75⭐ | 22🧑⚖️ |
| Fun | 643th | 2.875⭐ | 22🧑⚖️ |
| Innovation | 770th | 2.2⭐ | 22🧑⚖️ |
| Theme | 763th | 2.55⭐ | 22🧑⚖️ |
| Graphics | 683th | 2.6⭐ | 22🧑⚖️ |
| Audio | 477th | 2.6⭐ | 22🧑⚖️ |
| Humor | 561th | 2.55⭐ | 22🧑⚖️ |
| Mood | 714th | 2.8⭐ | 22🧑⚖️ |
| Given | 20🗳️ | 14🗨️ |
I have a few small suggestions for improvement:
- Enemies spawn at several fixed points, which means you can walk on enemies that have just spawned. Spawning enemies close to the player but outside their field of vision helps convey the sense of danger approaching them.
- Tanks won't move towards the player unless the player passes in front of them.
- The tooltips for speed and money are reversed, so I don't know which upgrade does what.
It's a good base to continue developing!
1. Using the mouse to point where to shoot can get frustrating. You could try just shooting in the direction he is pointing.
2. Use the mouse to change direction of the player and use the 'W' key to move him forward.
3. Maybe a mini-map where everyone is
The game has good potential, you could have a swarm mode like vampire.io. Thanks for the game
Shooting feels good, but I didn't feel like the enemies became any stronger. I mean, they don't come in an enormous horde so that I had to run away from them. Instead, I had to look for them.
Another thing I would do is either spawn the enemies off screen or alternatively make them come out of some buildings, or come out of spaceships, because right now they appear from the thin air.
1. Add some appropriate audio cues, such as hit sound effects when the player takes damage, and a coin/pickup sound when collecting money.
2. Experiments show that in this kind of roguelike game, the player’s attack direction isn’t particularly important. Taking Brotato as a reference, you can simply auto-attack the nearest target, leaving the player to control only movement. This makes the game more confortable.
I think collecting money counts as collector so the theme fits.