Crab Royal by woona
Dive into the depths after delicious meal! Shoot your way through hungry sharks and defeat the giant crab boss.
Instructions: * WASD to move * Left mouse button to shoot
Avoid enemies and collect repair boxes to restore your hull.
Defeat the crab boss at the bottom of the ocean to win.

| itch.io | https://begunkov.itch.io/crab-royal |
| Original URL | https://ldjam.com/events/ludum-dare/57/crab-royal |
Ratings
| Overall | 629th | 3.279⭐ | 36🧑⚖️ |
| Fun | 378th | 3.456⭐ | 36🧑⚖️ |
| Innovation | 781th | 2.618⭐ | 36🧑⚖️ |
| Theme | 355th | 3.824⭐ | 36🧑⚖️ |
| Graphics | 558th | 3.412⭐ | 36🧑⚖️ |
| Audio | 448th | 3.136⭐ | 35🧑⚖️ |
| Humor | 266th | 3.265⭐ | 36🧑⚖️ |
| Mood | 573th | 3.353⭐ | 36🧑⚖️ |
| Given | 35🗳️ | 48🗨️ |
A pause during the tutorial screen would be a good addition as I tend to be a slow reader. :D
I started taking damage while reading the hints => had to restart the game to get a fair start.
Holding to fire non-stop is a good thing. :D I would hate to click so many times in a game. It's usually the opposite: the player still needs to repeatedly click even if there are no real penalties to fire as fast as you can click (e.g. the ammo is unlimited).
The crab scared me. xD
It turned out that sharks and other critters are more dangerous as they attack from different angles and some of them are very fast.
For a small game, there is some enemy variety that changes with the depth level. I like the artstyle, it's quite consistent. The options screen blur is weird though. :)
Also, adding so many settings (lang, window mode, audio) for a jam game is a rare stuff. I ran out of time (and juice), so my settings button basically does nothing. Sharks are PROBABLY too fast, a 20% speed reduction wouldn't hurt the game, but since I managed to beat the game on the first try, it could be irrelevant. Still, they're on annoying side of things. Their damage is relatively low, this is their saving grace. :D
From a gameplay perspective, it was hard to tell the area of mine explosion, they also trigger each other in an instance. A delayed chain reaction would be easier to work with from the player's perspective, but it would require more coding time of course. If the explosion hitbox would grow as the animation progresses, it would solve my hitbox issues as well (right now it damages you without an apparent hit).
The end-game gameplay is a bit hectic. I'm bad at bullet-hell like games and this game was close to my reaction limits. :D
I tried to cheese the game a bit by moving in a narrow zig-zag pattern, firing downwards. It wasn't as effective as enemies attack from all sides. :D
The game runs OK in firefox, but I think it was around 20-25 FPS. Maybe there are too many particles/sprites for the engine thruster effect (bubbles)?
The music is fitting. Makes me jealous a bit as I spent ~40 minutes trying to make a single soundtrack to no avail. What did you use to create your music?
The UI is simple, but clean. However, I would mention that it's hard for me to tell which button is being focused right now.
I also see Linux native build, which I appreciate. I would restrain from using it, as there is a web version; and I'm also afraid of installing all crypto miners in the world.

It's a shame that we didn't even think about mine chain explosions while developing, I think it's a great idea! Should have focused on that, together with some performance improvements (but sometimes it takes long to find the bottleneck...)
For audio, I used Reaper and Surge synth. There is a big collection of presets in this synth. Other sound effects are mostly voice recordings with some Audacity editing.
Thanks again for your detailed comment!
Now I'm curious. I found none
i had fun, at first i didn't hod; the shoot button, but implementing th auto short while holding is really grat;
the best is that the mine trigger other mines, really cool !
But maybe the mines could hurt the crab ? i was a little disapointed.
Nice work !
After playing a few times and getting the hang of things, I realized that the best strategy for the descent was to just hold down and get to the boss fight, which was a bit of a bummer, so I figured I'd pass along that feedback! It might be nice to either skip the descent after a player has encountered the boss for the first time, or to let the player power themselves up by exploring during the descent, so that it feels more integrated into their objective of killing the boss!
I didn't run into any issues, and the game ran smoothly in Firefox for me. :) I was sadly never able to beat the crab (I got it down to around 25% health at one point), but that may just be a skill issue on my end ;) A quicker restart definitely would have helped for me!
Overall, well done!
I like that the traps had a chain reaction. A visual feedback for damage would improve the game even more. A little screen shake or a colour change of the submarine could help.
Important for this game is the controls and they felt very good. The turning of the submarine felt intuitive. Good job! :)
I wish the crab would fight alone but fortunately repair kits are easy to find so this should be enough.
I love that this is a compact and fun game with a little funny intro :)