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Tide of Rot
Tide of Rot
By ryusui
View on ldjam.com
| Category | Rank | Score | Count |
|
|---|
| Overall | 1028 | 3.26 | 25 | |
| Fun | 706 | 3.37 | 25 | |
| Innovation | 1352 | 2.32 | 25 | |
| Theme | 656 | 3.68 | 24 | |
| Graphics | 1067 | 3.08 | 25 | |
| Audio | 829 | 2.84 | 24 | |
| Humor | 791 | 2.77 | 22 | |
| Mood | 1096 | 3.07 | 23 | |
Comments
Very good surprise here!
Gameplay is simple but nice, controls are ok, visuals are basics but works well (especially the rot, which is disgustingly nice) There even are two endings! QA like autofire are greatly appriciated btw Really had a good time here
Only thing I would have wanted is to know more precisely where my hitbox is, but that's minor
Guess i'm the number one for now!
Power-ups seems a bit unbalanced and i ended up using only one or two, but shooting the wobbling eggs feels nice
You don't feel the theme until the very end, and it actually made me laugh :D
And special mention to the death animation by the way!
Excellent utilisation of the team, a bit hardcore only giving the pplayer one life but very fitting, I enjoy the deifferent kinds of attack patterns of the enemies and power ups and how the player needs to strategize between shooting the rot and shooting the enemies.
Excellent game !
Very fun death animation, lmao Great game
Great points for mood and vibe, the story is cute and the art is good. I thought the gameplay was a bit one note and the hitbox of my character was a little unclear, but it really is a solid showing,.
One hit to death is tough! Not bad though, really fun. I especially liked it when my head came off and fired on it's own.
ryusui
2022-04-07 04:21
@daniel-klautsch This was actually a solo project! All the art, sound, and programming (with the exception of some code for the mouse/touch-based movement) was my own work. (I mean, apart from the Godot engine itself, which I'm really glad I picked up a knack for XD)
@ryusui Sorry, what I meant was, its an excellent utilisation of the theme. Goodness, would you believe that I am the writer of my Team with all those spelling errors?
ditam
2022-04-07 09:29
Nice polish on this one, very cool for a one-man project. Quite difficult too - but I guess that makes things inevitable. The mysterious rot feels like a bit of a reach for the theme, but why not!
karahan
2022-04-07 09:53
I like the gameplay, though sound effects gave me an headache (Too loud maybe?). Also, I would like to play as a smaller character with smaller hitbox in this kind of bullet hell games. Fun though, good job!
What a solid little shmup, impressive as a solo dev. I appreciate the multiple input support, especially in a precision based bullet hell game. I did encounter one issue where bad guys would occasionally survive my bullets long enough to get behind the bullet spawn point but not yet at my hit box, perhaps the bullets could spawn from your hitbox so you're not powerless in this situation? Overall, though, you've done a great job here.
I think this is a very well-put together and balanced shoot-em-up, congrats! I got 41010.
I agree with others, the death animation is so fun
codebug
2022-04-10 22:51
Nice simple game with an easy to grasp mechanic. Embodies the theme very well.
It was a little unforgiving but that might be the point. However, it wasn't clear where the hitbox was for the player. It took a few goes through to establish that there wasn't some kind of health or shield that was depleted before dying. Some shots passed through the character's body and others killed them.
I liked the addition of the power-ups, although I didn't get to use many of them as I kept succumbing to the inevitable. Well done!
jozgames
2022-04-10 23:01
A ideia é boa, só falta variedade de inimigos, nem precisa desenhar outros, só mudar os padrões de tiro já ajudaria.
Também seria legal um jeito de saber onde é a hitbox...
ryusui
2022-04-11 00:33
@codebug @jozgames The hitbox is right around Christina's lower torso, where her body overlaps with the wand. I intentionally gave her a small hitbox, though I realize its actual POSITION may be a little counterintuitive, especially given how big her sprite is ^_^;
@jozgames The vomiters already have two shot patterns: a four-way forward spread and an eight-way shot. They use them randomly; it's supposed to make it hard to predict where the "safe zones" are in relation to them (being in front of one when it stops to shoot is unwise, but being behind them is no guarantee of safety, either!) I suppose it might be better if their attack patterns were more aggressive and/or more varied, though (like a more complicated pattern for the eight-way shot).
mcshirt
2022-04-13 23:40
Cool game! I enjoyed the rot's animations and the power-ups. I think that it would have been nice to know which attack was coming from the little orbs. Overall, good entry :)
ajpl
2022-04-13 23:46
Nice little game :) Too bad I suck at such games - having those 'standard' 3 lives would be beneficial for noobs like myself :D
2022-04-13 23:47
Nice work! :D
I'm really bad at this but it is a really addicting game haha. I kept playing over and over and tried to beat my best score. I respect going for a hardcode style game where you die easily if that's the design, but I definitely wouldn't have minded a few extra lives (since I'm so bad haha).
I loved having the balance of shooting the little minions while also trying to manage the encroaching tendrils as well - it makes for some fun and challenging gameplay. Overall, really great submission!
ryusui
2022-04-13 23:50
@mcshirt The randomness is admittedly the point - it's supposed to be hard to tell whether they're about to fire forward or eight-way, so they keep you on your toes. That said, I could probably give them a subtle tell of some kind (like modifying their firing animation so the leadup is different depending on which one they're going to use).
joemid
2022-04-14 13:54
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Nice! This feels really good to play and hits the shmup vibe- I love the lore, and the title is what got me here. :D Controls are tight, the art is cool, and the music is on point. The powerups are intricate and the balance of difficulty keeps you coming back. My only complaint, I had a hard time understanding my vulnerability. The hitbox seems buggy- def had some shot go through my chest, and other times- my toe seemed to catch every bullet?! Other than that- perfect! Congratulations! Reminded me of how much I wanted to play Gaiares as a kid. Thanks for the shooter!
ryusui
2022-04-14 15:27
@joemid You're welcome! Again, I erred on the side of giving Christina a small hitbox but it seems to have caused some confusion - her hitbox is centered around her lower torso, where her body intersects with the wand, but so much of her sprite lies outside it that it seems to have given the impression Christina is simply invincible most of the time except when she randomly isn't. An issue I will be sure to address in the future!
It's also possible to win the game, by the way - you might have noticed the hints in the instructions and UI already, but collecting five of the "Miracle" smart bomb power-ups will trigger an additional effect. I won't spoil the details, but rest assured it is possible to not simply delay the Inevitable...but DESTROY IT. (And net a hefty score bonus to boot!)
zimny11
2022-04-14 16:40
Fun shooter game! Nice art style and fitting music! Love all power ups. Nice job with the game. And here is my score.
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joemid
2022-04-14 19:50
@ryusui Thank you! Looks like I'm jumping back in!
joemid
2022-04-15 16:56
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Eradicated! Now, I just have to end it with 100% world remaining! ;) Thanks again for the game!!!
ryusui
2022-04-15 23:25
@joemid You're welcome!
Beating the game with maximum world% isn't possible, alas - the Rot causes damage perpetually as long as it's alive. However, you can minimize the damage by killing enemies (each one that passes the left edge of the screen causes extra damage), destroying tentacles before they reach maximum length (again, extra damage if they do), and pushing the wall back towards the right edge (it will never progress past a certain point, but its damage over time will increase the closer it is to that stopping point).
It might be more sensible in retrospect to have used the world% remaining as a score multiplier or bonus rather than counting it outright, but for now - and forgive me if this is buggy - it works as a tiebreaker mechanism: if there are two identical scores, the one with the higher world% will be ranked higher. (Now that I've said it out loud, it definitely would've made more sense as a straight-up score bonus, whoops!)
Very fun game! It reminded me of the flying levels in Cuphead.