CYBERGERM 9001 by apoly

[raw]
made by apoly for Ludum Dare 56 (JAM)

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The Body Must LIVE! Race to save the corpus as a nanobot equipped with weapons to defeat an onslaught of invading microorganisms! Fight your way through the a procedurally generated body getting eaten away by swarms of microbes. Used local and ranged weapons to terminate your enemies while collecting health pickups. Win by eliminating the threat! Lose by destruction of your nanobot or death of the Body!

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GAMEPLAY HINTS

WASD or UP/LEFT/DOWN/RIGHT to control the bot.

Mouse wheel zooms the camera, use this as your weapon range increases.

Some enemies will shoot, all damage the bot by collision.

All assets and sounds made from scratch by us.

Win: destroy almost all the enemies

Lose: Bot is destroyed (watch the bot integrity bar) or the body dies (watch the body health bar)

Level up: every 10 XP for every destroyed enemy, random level up at 100 XP (speed, weapon cooldown, weapon range)

The longer you play the more crazy it gets!

Frameworks used: Raylib, FLECS

Programming, sounds: Alexander Polyakov

Art: Nika Khudonogova

Programming: Kyle Chand!

Postjam Fixes:

v1.1

  • Fixed a bug when weapons cannot traverse the boundaries of the map
  • Added end game statistics on win
  • Added a MacOS build (note that you need to run xattr -d com.apple.quarantine ~/Downloads/Cybergerm9001.app for it to open, sorry)

v1.2

  • Fixed a bug when win screen sometimes would not show after clearing all disease
  • Slightly improved collisions to try to combat a situation when player might be teleported randomly
  • Fixed XP bar being drawn out of bounds

Ratings

Overall 765th 3.326⭐ 25🧑‍⚖️
Fun 537th 3.413⭐ 25🧑‍⚖️
Innovation 560th 3.283⭐ 25🧑‍⚖️
Theme 208th 4.065⭐ 25🧑‍⚖️
Graphics 618th 3.565⭐ 25🧑‍⚖️
Audio 592th 2.952⭐ 23🧑‍⚖️
Humor 722th 2.705⭐ 24🧑‍⚖️
Mood 665th 3.386⭐ 24🧑‍⚖️
Given 22🗳️ 24🗨️

Feedback

zwartraider
08. Oct 2024 · 05:44 UTC
Nice survival game! The petri dish environment is legit icky to navigate through. The game played smooth enough for me in the web version, I enjoyed it!
bearcage
08. Oct 2024 · 05:49 UTC
Nice job getting to the finish line without a prefab engine, that's always a challenge! I had a fun time with this one, and it's a pretty unique take on both the genre and the theme.

This is an interesting take on the survivor genre, with the world background having HP too — clever idea! I didn't feel like I had a _ton_ of control over how much damage the body took, though, in part because it seemed like the germs were allllll over, pretty uniformly, and I didn't have much in the way of tools to do clear them via anything but kiting. Maybe it would help to do some more active upgrades (change attack mode / different projectiles?) to make the player role a little more active.
LDJam user 142503
08. Oct 2024 · 06:00 UTC
![screenshot-20241008-135825.png](///raw/7ac/22/z/67bf6.png)
Start feel slow,Middle feel cool,Ending can't see nothing just red screen.
Slippers
08. Oct 2024 · 09:04 UTC
This was SO satisfying. I'm a real horndog for a good 'clear the whole screen with one button' power fantasy; and when my fully upgraded gatling gun bot was clearing things so fast the sound system could barely keep up, my monkey brain hit me with an overdose of dopamine.

It's a nice and tight game, a simple idea that has been executed super well in my opinion. I went the completely opposite direction and I'm learning the hard way why scoping is important!

The UI is really well done, the font did confuse me on the XP bar though, because I read it as HP for **ages** and was confused why my health was jumping around so much :laughing:.

The browser version didn't run on Firefox with me, but I have a number of extensions that might have been interfering, however it ran perfectly on vanilla Chrome.

I've been so inspired by the fact you guys seems to always try a new framework or engine with each game, it's really impressive.

Honestly, great job, well done.
Local Minimum
08. Oct 2024 · 18:29 UTC
First I played the game carefully trying to not get shot at all and that very much was the wrong way to play the game. I was rather slow like that honestly. But then I was like, let see how the game ends if I just fly straight at the enemies and that was when I discovered how the game should be played. And it became immensely more satisfying.

I still struggled a bit with the controls. Being a spaceship, my mind kept wanting to press buttons relative to the forward direction of the ship instead of giving absolute directions. It was also a bit too easy getting stuck on the terrain in the narrow passes. I'm thinking that if the colliders of the blocks were a bit (more) rounded and / or if the size of the vessel (or at least its collider) had been a bit smaller compared to the blocks... something like that could have helped a lot.

Still very enjoyable! A very nice feeling flying straight at a cluster of bugs, knowing that they can hardly hurt you.
shaner421
11. Oct 2024 · 02:07 UTC
Very cool! the player controller felt snappy and it was fun to fly around! Loved all the art and the sounds.
LDJam user 268194
12. Oct 2024 · 17:50 UTC
A very cool game to pass the time. I immediately understood how to play, and I liked that. Everything is very simple, and I got hooked for about 20 minutes. I also liked the funny sounds, and overall, the game is awesome.
Tannimun
13. Oct 2024 · 12:13 UTC
Quite a simple game, yet very addictive. Started out quite slow, working my way around, but then towards the end it really exploded! Eradicated all the disease but the game didn't end, wasn't sure if there was coming any more?
Either way, nice entry, well done!
LDJam user 355692
14. Oct 2024 · 04:41 UTC
@zwartraider Thanks, we're glad it worked fine on your end!

@bearcage Yeah, changing/unlocking weapons and selecting upgrades were definitely in our plans, but we were unable to make it in time. We though about different kind of builds you can do, but alas, we ran out of time.

@cloistered yeah, things start to get really fast and exponential near the end, it's hard to see anything even when you zoom out :) We would think about how to make start feel more engaging.

@slippers thanks for kind words! Yeah, we definitely hit an exponential overflow by the end, which can be quite satisfying :D

@local-minimum we thought about giving player ability to choose controls, but ran out of time and it fell out of our todo list. But we might explore that idea with postjam fixes though. Was you confused by the red circle around the player in the beginning? We kind of feel like it doesn't communicate good enough that it's the thing which damages enemies, so we think it might be confusing because of this.

@shaner421 thanks, we're happy you liked it! Sounds were made with sfxr port, aimed at old school arcade sound (though we didn't have enough time to add sounds to everything and to record a soundtrack...)

@h1soka thanks!

@tannimun yes, there's a bug which will block the win screen from showing in a specific conditions. We've updated web version with a fix (macOS and Windows version to come shortly).
Local Minimum
14. Oct 2024 · 05:52 UTC
Yes, I misunderstood the circle at first. I think that in the very beginning I just dismissed it as there's a red circle here, I don't know what it is. Then I thought it was my shield because at some point it felt like it disappeared momentarily when I got hurt. I only understood it as a weapon after I had been flying at the enemies a little while trying to die. :laughing:
Jimbly
15. Oct 2024 · 02:37 UTC
Neat game! It felt really satisfying when I got about (numerically) 50% of the way through and things started picking up pace - maybe getting to that point a little quicker would have been more satisfying. Honestly the game ended right when I was having the most fun (which, at least, means that I was left wanting to rate _Fun_ highly :laughing:). Web build worked great (as long as I didn't use the arrow keys, which seem to escape and scroll the itch.io page).
LDJam user 243193
15. Oct 2024 · 09:37 UTC
At first the game feels fun with auto shoot and many things to shoot but after couple minutes it gets repetitive and I feel like I'm always behind and unable to kill more enemies.
If this game is rebalanced, it could be more fun and feel progressive.
WhaleJam
18. Oct 2024 · 08:04 UTC
Pretty nice, it takes quite a long time to get going, but everything is super clear and easy to see what to do, I didnt have to read anything to know what was going on which is really nice, but it was pretty repetitive so cutting down on that first bit would be great. Nice job ^^
runningopenloop
19. Oct 2024 · 21:00 UTC
I first did not realize why i was losing but then i realized and was winning like crazy.
-J
commanderstitch
23. Oct 2024 · 03:43 UTC
![healed.png](///raw/b24/z/690a6.png)

i just got stronger and stronger until everything was devastated. muah hahahhaa
Batisdark
24. Oct 2024 · 07:10 UTC
@jimbly @bloodbane @whalejam yep, sideeffect of not having enough time to push in actual progression... could've go a bit faster at the start. First two minutes could feel like a slog if you don't know how to optimize the run (and obviously fresh player wouldn't know that!). We also realised that people confuse red circle around the ship - some people realize that it damages enemies way too late so it takes them even more time to start uberscaling!

@runningopenloop that is the way! :D Beat exponential growth with even faster exponential!