Pirate Bact Blaster by Phobos001

[raw]
made by Phobos001 for Ludum Dare 56 (COMPO)

EDIT: Sorry, I had to reupload the source code because a hidden .git file was over 40MB inside! >:L

Also for clarification, Aftershock was NOT written during the compo. It is used as a library that I iterated and worked on alongside the game. Aftershock started being worked on around 2021.

==== GAME DESCRIPTION ====

You have invaded a host body in search for their biomass, or to you, their 'loot'! Fire your cannon at them to blow them apart and get their goodies. Make sure to fend off their boarding party, or your toast!

There was supposed to be a cute little bacteria guy with a giant pirate hat but I ran out of time. Just visualize an ecstatic gremlin-esque bean grinning ear to ear while he fires cannons everywhere with his crew.

==== CONTROLS ====

WASD: Move Left Mouse Button: Charge cannon R: Restart

This game was created in Rust using a homemade software renderer I created called Aftershock. This is my first time using it for a game and I'm very excited to make something with it and share it.

Included in the source code is the copy of aftershock I used for the game, as well as the game code itself in a seperate folder.

This has been my hardest project yet, with everything written in Rust. I used Macroquad as a front end so I can publish it on the web.

Sounds were created using public domain audio and generated sounds, mixed together in a custom way.

https://www.youtube.com/watch?v=6ars2ggaWrw

Ratings

Overall 197th 3.395⭐ 21🧑‍⚖️
Fun 174th 3.342⭐ 21🧑‍⚖️
Innovation 228th 3.026⭐ 21🧑‍⚖️
Theme 162th 3.632⭐ 21🧑‍⚖️
Graphics 200th 3.342⭐ 21🧑‍⚖️
Audio 107th 3.474⭐ 21🧑‍⚖️
Humor 174th 2.906⭐ 18🧑‍⚖️
Mood 202th 3.222⭐ 20🧑‍⚖️
Given 9🗳️ 17🗨️

Feedback

LDJam user 2331
07. Oct 2024 · 08:01 UTC
I feel the scoring being based on catching enemy drops instead of on kills makes the kills feel less rewarding than it could have---maybe if both the kill and the drops gave points? Nevertheless, the feel/ease-of-aim of the cannon is spot on and I love its sound effect :D
tinykidtoo
08. Oct 2024 · 05:24 UTC
Wow, this is a juicy game. Really like the cannon effect paired with the screen shake. Not to mention its really satisfying lining every creature up and taking them all out in one effective hit. Great job!
LDJam user 357656
08. Oct 2024 · 23:25 UTC
Well done! It was very easy to know what to do and to actually do it. It would have been nice if the loot were easier to get.
RilleP
09. Oct 2024 · 08:17 UTC
Wow shooting the cannon feels great!
Zyppi
09. Oct 2024 · 08:31 UTC
I really enjoyed playing this. The shooting feels great and the rendering and effect are really nice too. One thing I would change is the player speed. Sometimes it felt like I was stuck and not able to evade the enemies.
Overall considering you build the engine yourself its awesome game.
lantto
09. Oct 2024 · 11:36 UTC
Very satisfying feeling when shooting! I would love a more fleshed out version with more weapons and power-ups. Really cool that you made it in Rust with your own renderer as well. Kudos!
SdCorpse
10. Oct 2024 · 11:37 UTC
Shooting animation is cool
stmate03
12. Oct 2024 · 17:59 UTC
A lovely game! has a lot of potential! I almost played the game without moving then wanted to ask how to get points then I read the controls, I had fun blasting, attacks have a nice OOMF to them
LDJam user 388563
13. Oct 2024 · 16:09 UTC
That must be one huge cannon the bacteria is carrying, judging by the sound! The gameplay loop is simple and could use a bit more variation, but I had fun blasting away. Nice work!
FuTaiBu
14. Oct 2024 · 11:38 UTC
Firing is very tense, I love this cannon.
Looking forward to more interesting weapons
Danial Jumagaliyev
14. Oct 2024 · 19:19 UTC
Very nice visual feedback in the game, I enjoyed playing it. Wish there were more variations of enemies. Nonetheless, still fun!
unpronounceable
17. Oct 2024 · 23:35 UTC
One thing I've noticed when some people add screen shake to their game is they like to add way too much and it becomes overwhelming. You avoided that and added the perfect amount, for me at least. It made the shooting feel like there was a lot of weight behind it, which went well with the actual weight of the shot and the sound effect, but it didn't stay around too long.
jk5000
18. Oct 2024 · 07:03 UTC
Hard but also pretty fun. Well done.