Limitverse (ludum-54) by eugene-b
Our first game made for ludum 54.
Communicate and fight with multiples monsters, buy weapons and clothes and travel through multiverse on your computer!
Space Bar - shoot, select
Arrows - move
To pass a level you need to enter the door
Programming, game design -- @eugene-b (@jackofall_tr) Art, design, game design -- Nadia Kazakovtseva @nadia-pixel (inst @nadia.pixel) Art, Music -- David Skvortsov




| Link | https://github.com/Eugnee/ludum_54 |
| Link | https://nadiapixel.itch.io/limitverse |
| Original URL | https://ldjam.com/events/ludum-dare/54/ludum-54 |
Ratings
| Overall | 848th | 3.238⭐ | 42🧑⚖️ |
| Fun | 816th | 3.118⭐ | 40🧑⚖️ |
| Innovation | 982th | 2.756⭐ | 41🧑⚖️ |
| Theme | 680th | 3.487⭐ | 41🧑⚖️ |
| Graphics | 122th | 4.338⭐ | 42🧑⚖️ |
| Audio | 447th | 3.388⭐ | 42🧑⚖️ |
| Humor | 803th | 2.387⭐ | 33🧑⚖️ |
| Mood | 859th | 3.132⭐ | 36🧑⚖️ |
| Given | 57🗳️ | 56🗨️ |
Love the art, but I think it needs some more sound effects for when the player shoots.
U are absolutely right. Space to maneuver, especially considering the ricochet.
Guys, thank you for your comments. We appreciate it very much.
Unfortunately, we didn't implement all the features during ludum, so we will continue to improve it pretty soon.
Obviously you guys ran out of time for some of the programming and bug fixing bit, but nonetheless great work.
I didn't make it to the end, if it does exist.
Only mention for the art is that the mushroom room could use a visual door too :)
Moreover, the accompanying music is nothing short of perfect. It not only fits seamlessly, but it also has a catchy quality that stays with you (and yes, it sticks in your head, haha)
The movement is a little slow and sluggish, making dodging bullets pretty hard. An evade mechanic would've been welcome in that regard.
I also noticed that if the monsters are far away enough from the exit, you can just move there and walk through to the next level. And the mushroom level confused me a moment, I didn't really what the exit was. The orange/red border continuing in front of it made the exit look like a backdrop instead of a continuation of the ground.
Is your description of *"Communicate and fight with multiples monsters, buy weapons and clothes and travel through multiverse on your computer!"* correct for this version of the game, or are communication and item purchases things that didn't make it in the game? If so, I never made it far enough to find those portions of the game.
However, some of the UI elements seemed ineffective. The health bar never seemed to decrease (even though I did die, maybe it was just a display issue?), and the score in the top right corner didn't change either.
The visuals are fantastic, though. I love the decorations in the rooms, and the character designs and illustrations are really well done.
One of the most impressive aspects is the music. It's full of rhythm and reminds me of some classic arcade games I used to play.
Overall, great job!
One thing I noticed in the mushroom map the green monsters would sometimes end up on top of the mushrooms, maybe intentional.
Also, maybe not implemented, but it didn't appear that health changed?
It definitely feels like there's something missing here, though. I'm unsure of what exactly all had to be cut, but I think a few more mechanics/actions for the player to take as well as some dialogue to explain the situation would be a good starter. Movement also felt slow for a shooter like this. And I was very shocked when my character took damage from his own bullet! It's realistic, and can work good if the mechanic is justified (i.e. if bullet hell is the genre you're aiming for) and I can see how it can be used to make the player more careful with their shots and less likely to just fire into open space.
There were also a couple spots, especially near doorways, where I hit some invisible walls and couldn't move forward. I think the thing I want to point out the most, though, is in regards to the designs of the maps. Being completely honest, I'm not sure how far a game could go using maps that are just single, square-shaped rooms. I don't mean to sound rude, but I felt myself getting a bit bored! I can see from the screenshots on your itch io page that certain rooms will have furniture in them, but my suggestion would be breaking down more of your wall tiles or the things affixed to the walls in the room maps into placeable objects. Even if you keep the geometry of rooms relatively simple, having the player be able to explore more intricate maps will help keep them engaged. Seeing too much of the same thing can lead to all of it blending together in the player's mind.
Combat also needs something, although I'm sure it will have something to do with the money counter in the corner. Currently, I didn't seem to find any real reason to kill enemies, as not only did they take multiple hits to kill, but they served no real reward.
All of that being said, I would absolutely love to follow this project along in its development, that is, if you continue to develop it! I think it's a really cool idea and an absolutely gorgeous world, and I can't wait to see where it goes!
I felt like I needed the damage or rate of fire higher? The shooting got a bit frustrating. And at one point found I could just bypass monsters and go through the door, so I started doing that instead and just avoiding combat altogether. :grimacing:
I kept clicking on the gun hoping to swap weapons. With the bouncy walls and tight spaces... I feel like there is something interesting here, just need to make the player feel a little more powerful and have some variety of weapons?
Nice stuff!
1. There's no sounds on player actions, only music. I can understands that this is a jam, but sounds makes all the difference to player experience in the game. Fortunately, you can find some decent free sound packs on itch.io
2. I would not recommend to keep in UI elements which don't work, just to avoid tons of obvious feedback that something doesn't work, because you didn't have time to implement it properly.
3. Enemy bullets are a little bit too small and fast in comparison to player character speed.
I would suggest health item to restore health but maybe the health is restored in every room? I couldn't see it.