SirPumpyJam

LD 40

Resubmission of Compo to Jam

Hello guys, I took 6 additional hours today and "finished" the vision of my compo entry. I hope you'll enjoy it as JAM entry too :)

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Play directly at http://www.fatihtavukcu.de/NeonHell

https://ldjam.com/events/ludum-dare/40/neon-hell

The way ahead

Now that I have submitted my game and wait for more reviews, I really want to move forward with what I have. As the LD competition did not offer enough time to realize the vision I had in mind, it gave me the chance to explore interest, receive feedback and gather encouragement to actually finish something that I have started.

So... this'll be the direction I'll take for the Neon Hell backdrops from LD40 onwards: neon-hell-2.png

BTW if you still haven't played my compo/jam entry, please do so at https://ldjam.com/events/ludum-dare/40/neon-hell / https://ldjam.com/events/ludum-dare/40/ld40-sirpump and leave a rating, thx!

Neon Hell 0.2.4 development update

It has been a while and I barely found any time to continue work on my LD40 Compo/Jam Entry "Neon Hell" (check them out here https://ldjam.com/events/ludum-dare/40/neon-hell and here https://ldjam.com/events/ludum-dare/40/ld40-sirpumpy), but the holidays luckily gave me the opportunity to implement the new graphics and shader I was working on :)

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NeonHell1.gif

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Enough screenshots and low quality gifs: Enjoy!

Play now!

http://www.fatihtavukcu.de/ludumdare/

New in 0.2.4 compared to the JAM version: - Fully overhauled graphics - New color grading shader - Quicker controls - Enemies do not spawn at insane rates anymore - An alternate (direct) control scheme and alternative keys - A "help" screen - Various bug and performance fixes - 3 different weapons

Upcoming changes: - Bigger arena - Different enemy types - Overhaul of the weapon system - UI overhaul - Smoke trails will be replaced by light trails - More unique buildings - Animated backgrounds - Background events - ...

I welcome your feedback, be it here or on my compo/jam entries. Thanks a lot!

Neon Hell - Gameplay (with classic controls)

Just a short video of my game with the "Classic" control scheme. You can switch to the "Direct" control scheme directly on the main menu.

https://www.youtube.com/watch?v=PaFXcGzXuW4 (make sure to watch the video at 60FPS, though the youtube compression doesn't help with the visuals).

Play here for yourself: http://www.fatihtavukcu.de/ludumdare

Video description from youtube: Neon Hell is a Shoot 'em up / Bullet Hell like game that I had initially developed over a 48 hour period for the Ludum Dare 40 competition.

On display is version 0.2.4.1

Classic controls:

Rotate clockwise/counter clockwise by pressing the left and right arrow key, press up arrow to accelerate.

Direct controls:

Your ship will follow your keyboard input. As long as you keep the key down it will accelerate in that direction. Tapping once on an arrow key will quickly rotate in the desired direction instead of a slow turn.

Keep in mind: Gravity will pull you down and as long as you are accelerating you will turn slower!

Other controls:

Hold SHIFT to shoot and switch weapons with the X key. You can see your currently selected weapon in the bottom left corner.

You have a short boost at your disposal by pressing CTRL. Keep in mind that your boost can only be used when fully recharged (bottom right corner).

Tips and tricks:

  • If you should leave the arena an indicator in the shape of your ship will appear on the center of the screen to indicate in which direction your ship is currently facing. Use this help to quickly return to the arena before your ship takes too much damage.

  • Every destroyed enemy increases your multiplicator, which is applied to every single enemy kill. The multiplicator slowly fades away and once vanished it will reset. But beware, the higher your multiplicator is, the quicker enemies will spawn.

  • Enemies always spawn in 2 or 3 packs.

  • The plasma cannon has high damage and quick fire rates. Use it to quickly destroy your enemies.

  • The photon cannon's projectiles are very slow but destroy enemies in one hit, but the low fire rate makes it unsuited to use against a big number of enemies. It's also quite useful to keep your multiplicator going.

  • The machine cannon is the least powerful weapon, but unarmored enemies do not stup these high performance bullets, thus they pierce through them and highly irritate enemy pilots.

  • Enemy pilots will only shoot at you if you are in front of them. Shooting them will irritate them and make them lose control so that they can not target you properly anymore.

Specs:

Recorded on an Intel Xeon 3.4GHz, 16GB RAM, GeForce GTX970, Chrome 63

Thanks everybody!

My compo and jam entry both performed really well and I would like to thank everybody that played and rated my games! And congratulations to @pedro-medeiros on https://ldjam.com/events/ludum-dare/40/to-the-depths for taking the #1 spot in graphics for the compo!

Have a nice evening everybody :D