Claustroshooter by José Bonilla
*Play on HTML5 now: https://manta-ray.itch.io/claustroshooter *

https://youtu.be/FqxhS8oWbTU
Survive as long as possible inside a collapsing black hole while waves of aliens attack you. Beat the high score!
Premise
Claustroshooter is an action game made in 48 hours by manta ray for the Ludum Dare 54 game jam, on the "Compo" format (make everything yourself in 48 hours). The theme was "Limited Space".
What's the deal?
You somehow ended up trapped inside a collapsing black hole. Fortunately, you have a weapon which fires space expansion bullets, that can make it a little bigger. Shoot with them at the black hole.
Your weapon also includes regular bullets for attacking aliens, who are not amused you're invading their space, so they are teleporting in waves, to kill you. Shoot aliens with them.
Take into consideration, shooting regular bullets at the black hole will make it collapse faster!
Your goal is to survive as long as possible (and earn points on the way) by not getting crushed by the black hole and by killing aliens.
Scoring
- Enter your name in Options so your desired player name gets into the leaderboard!
- The black hole will get smaller and smaller. While the black hole is YELLOW, it gives constant points. The black hole does not give points if it's too big.
- Kill aliens to get points.
Controls
There is a tutorial which explains the controls in game (note you might have to re-enable it in Options), but here they are as well:
- Move: WASD or arrow keys Left joystick
- Dash: Space while moving Left shoulder button while moving
- Shoot space-expanding bullets: Hold right mouse button Hold left trigger
- Shoot regular attack bullets: Hold left mouse button Hold right trigger
- Pause/unpause: ESC Start
- Interact while in menus: Mouse N/A
Devlog
- v1.0 - Compo version
Credits
- Game design: manta ray
- Coding: manta ray. Using Gamemaker.
Used Jujujadams's Input library, FoxyOfJungle's PPFX post-processing library and my own Gamemaker libraries as well (including my UI library, gooey, which in turn uses Jujuadams's Scribble library for rendering text).
- Art: manta ray. Using Aseprite.
- Music: manta ray. Improvised one hour before submission and played/recorded on my Roland GP609 digital piano.
- Sounds: some recorded by me, others taken from freesounds.org.
- Fonts: SF Sports Night from dafont.com, and Agency FB included in Windows 11.
Ratings
| Overall | 53th | 4⭐ | 31🧑⚖️ |
| Fun | 97th | 3.793⭐ | 31🧑⚖️ |
| Innovation | 114th | 3.672⭐ | 31🧑⚖️ |
| Theme | 34th | 4.345⭐ | 31🧑⚖️ |
| Graphics | 125th | 3.741⭐ | 31🧑⚖️ |
| Audio | 67th | 3.768⭐ | 30🧑⚖️ |
| Mood | 91th | 3.679⭐ | 30🧑⚖️ |
| Given | 26🗳️ | 32🗨️ |
Did you encounter the green enemies? They are substantially faster. I wish I had more time to add more enemies, I wanted to add shooter enemies to make it more bullet hellish at later stages. Maybe a post-compo feature? Regarding enemy spawn I only checked they didn't spawn too close to the player, but perhaps it would have been better to always spawn them at the border of the black hole.
Loved the central idea of shrinking the circle when you miss a red shot, that adds an extra level of tension. It makes me think if you could do something extra with the green shot? Like if you hit an enemy it strengthens them? That might add some extra chaos.
Other than that, I liked the sfx and music, and the overall level of polish was really neat.
I would totally play more of this - you should expand it out with extra mechanics/enemies and stuff.
Also really nice tutorial to teach player.
One quibble - I think that using audio that you didn't create/creatively derive (ie, used from Freesounds) means that you shouldn't be rated in Audio.
Very nice entry overall. GG.
Had a lot of fun playing the game! Great job!
I also enjoyed the music and the overall aesthetics.
Sometimes I thought that the collision shapes are a bit too large and unforgiving, but I guess I should have used the dash more. It's just hard to tell whether something will damage you or not.