Ratscue by Eugen Rantev
You're just a little creature that will have to face a big monster to save your kind from being eaten. Do you have what it takes to defeat it?
Controls:
WASD and Arrow Keys to move
Ctrl or X or LMB to shoot
Space to Jump
E to interact
M to mute sounds
Credits:
Ranțev Eugen - Game Design & Coding
Pînzaru Vladislav - Coding & Animations
Iacomachi Iustinian - UI/UX & Level Design
Banciu Daniel - Project Manager & Audio Design
Sculea Vasile - Level & Character Design
External Credits:
Sounds:
https://freesound.org/people/Nightflame/
https://freesound.org/people/kyles/sounds/454072/
Font:
https://www.dafont.com/pixellari.font
| Itch.io | https://jasonfilips.itch.io/ratsque |
| Original URL | https://ldjam.com/events/ludum-dare/56/ratscue |
Ratings
| Overall | 682th | 3.412⭐ | 36🧑⚖️ |
| Fun | 486th | 3.471⭐ | 36🧑⚖️ |
| Innovation | 980th | 2.591⭐ | 35🧑⚖️ |
| Theme | 650th | 3.561⭐ | 35🧑⚖️ |
| Graphics | 631th | 3.544⭐ | 36🧑⚖️ |
| Humor | 273th | 3.529⭐ | 36🧑⚖️ |
| Mood | 668th | 3.382⭐ | 36🧑⚖️ |
| Given | 62🗳️ | 45🗨️ |
- Rudimentary character controls doesn't feel very good. Jumping is floaty and doesn't feel like a jump. Attacking doesn't have much nuance and just leads to the player repeatedly smashing the shoot button/mouse click.
- The boss's hitpoints/energy is not shown to us, which really makes it difficult/impossible to judge how long it's still going to take. At least your attacks are visibly registering as hits.
- The boss having different attacks is good. But they're so slow and predictable that it just doesn't feel enough of a challenge.
- The bits of dialogue at the start sets the tone story-wise, which is cool, but it didn't feel like an entire JRPG dialogue section was worth spending time on as much.
@kabura We had some limitations on the punches so we couldn't move them that far to punch, but I wish we had more time to iron out the moves and limit the places the player could CHEESE the boss. Thank you for the comment!
@tuism Great criticism overall! And true we would've needed to work more on the movement and add more variation to the shooting as well. I wish we had more animations for the boss being hit and being more damaged but we overworked the artists quite a lot so we just decided to leave it at this. We had some testing and the ideas were mixed on either increasing the difficulty or decreasing it, but we still could've done better with more moves on the boss and a randomisation of attacks as well as attacks that would target the player more. We weren't really intending the bits to be taken serious and more light hearted, and the NPC's could've been implemented better by implicating them for example in upgrading the player's arsenal. In any case, thank you for your comment and goot points, and I hope you still enjoyed playing the game!
Short but sweet bossfight, maybe could've used some more variation in the move set and a dodge type mechanic, but overall good.