kamikaziuk 2022-04-04 18:42
I enjoyed this game. The artstyle was abit too simple but the player movement & shooting is very satisfying! Good work on this.
Foon → Ludum Dare Explorer → LD50 → Shootzilla
By bernhard
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 429 | 3.23 | 23 | |
| Fun | 270 | 3.42 | 23 | |
| Innovation | 565 | 2.54 | 23 | |
| Theme | 535 | 3.00 | 23 | |
| Graphics | 488 | 2.97 | 23 | |
| Audio | 382 | 2.92 | 22 | |
| Humor | 331 | 2.67 | 22 | |
| Mood | 491 | 2.81 | 23 |
I enjoyed this game. The artstyle was abit too simple but the player movement & shooting is very satisfying! Good work on this.
Simple and efficient not too difficult it was funny The hand made graphics are funny ! (it remind me **Baldis Basics**).
I thought this was a very nice entry. It was fun to pickup and play. I enjoyed the art and the way the map loaded in through the floor.
This was pretty fun. I really like some of the enemy designs too lol. It seemed really easy to cheese at first by just standing on the wall, so that's maybe something that could be balanced a bit early on. That strategy does end up losing due to the flying enemies though, which is good.
Easy to play. Home screen is pretty cool and so is the soundtrack. Good Work.
I like the way the level changes each round. I also thought it was too easy at first since you can stand on a wall, but then it got much harder. I made it to round 9.
Simple and a fun little shooter. Well done.
Thanks for all the comments everyone! Hopefully this LD I can get 20 reviews :fingers_crossed: It seems increasingly difficult these days...
If you're reading this, give the game a try! Thanks!!
Pretty fun game, and at least on my computer it ran really smoothly in Chrome after loading quickly. If there's one thing I'd add, it'd be a couple other weapons to add more variety.
Fun graphics, nice enemy variety - it's missing some hook to make it unique, but works as a solid fps base
Really fun game! The enemy designs are great and loved the variety! I don't play many FPS's with a mouse so was a bit sensitive but got used to it! Great job!
This was a lot of fun :) Mouse sensitivity was really high for me as well, could have used a way to adjust that, but otherwise nicely done. Shooting felt very solid and the hit registration effects made a big difference in making the combat feel tactile. Also, the feeling of inevitability is definitely evoked and grows over time. Those rainbow dudes are terrifying.
The player physics in this are really nice. As soon as I started moving around I was having a good time.
I do think that the dark environment that sometimes shows up sort of contrasts with this... the mood I was expecting was a sort of fun arcadey shooter, but the lighting is sometimes very dark and makes it hard to see. I personally would probably just prefer constantly bright lighting. However, I can see how the darker lighting gels with the music and perhaps the narrative a bit, so it is I think a fine choice as well.
A small detail that I think is surprisingly good is just how fast the game loads. It really is frictionless to play in a way that I feel like matters. I honestly haven't seen anything else like it this Ludum Dare--which makes sense, I personally I almost always use Godot these days--but it does make me think, about just how much of an impact even the loading screen can have on leaving a positive impression. Looking into it, it looks like this is written with your own C++ library? Very cool.
So overall this is a very technically slick, fun little shooter.
Thanks everyone for playing and helping me over that dreaded 20 ratings goal :-)
@honey-pony Thank you for the feedback. The moving lighting was a bit of a last moment change to introduce a bit of variation in the visuals. I think I was thinking about screenshots to put on this page and imagined various lighting conditions would look good here but now that I look at it the two screenshots don't show that at all :sweat_smile:
Yes I use my own C++ [ZillaLib](https://zillalib.github.io/) for my game-jam entries. The library is now more than a decade old and being neat and tidy was important from the start. It does run on other platforms, including mobile, but for LD I think the web output is clearly the winning platform nowadays. Having gotten a virus here once a few years ago sure has cemented that idea for me.
If you look at the browser developer tools while loading it you'd see the entire game is just a single (compressed) 256kb JS file which has all the WASM binary and game assets embedded into it. I use a custom webassembly build system without Emscripten which does all the packaging directly from Visual Studio after coding and debugging natively on Windows.
Godot looks really good these days. The number of submissions and quality I see here on LD goes up every time. It's great to see that there is an alternative to Unity for so many people. I really should try it out some day.
Hi, here is another review. I like the characters and music! You can add extra crunchy sounds for when you hit them or even add an animator to rescale them or rotate them to add that "hit sense" to it. I would recommend adding a mouse sensitivity option. What about collecting power ups so you are force to parkour your way around?