FoonLudum Dare ExplorerLD51 → 10 Second Shmup

10 Second Shmup

By stmatn

View on ldjam.com

CategoryRankScoreCount
Overall10742.9534
Fun9472.9532
Innovation1073.9533
Theme2474.0131
Graphics10782.4633
Audio7372.6032
Humor9222.1230
Mood11002.6930

Comments

actuallythemoon 2022-10-04 07:28

Mouse click doesn't seem to work for me. The game starts allright, but i have no way to select "new run".

stmatn 2022-10-04 07:48

Hi @actuallythemoon , I'm sorry to hear that you cannot play the game. Sounds like the game crashed silently. Could you run it again from command line (java -jar 10SecondShmup.jar) and check whether any error messages get displayed on the console? They might pop up when you click on the button.

linus-lindberg 2022-10-04 14:33

This game was fun, but very difficult! I think the main problem is how hard it is to align yourself to be able to hit the enemies accurately. It would be good if you saw a ghosting of where you'll end. upp after the movements, or maybe if the hitboxes were bigger so it's easier to get a hit, or maybe if the field was divided into specific tiles say 9 tiles vertically and each card moved yyou a set ammout of tiles in that direction. Either way the scale of this game is very impressive, and it's very fun to play. I really liked using the split tripple shot it made hitting enemiues easier. Anyway good job I'll be playing this more in the future! And I hope you keep working on the concept! :)

stmatn 2022-10-06 21:41

Hi @linus-lindberg , thank you so much for your encouraging feedback! Its nice to hear your thoughts and get ideas on how to improve :)

simplepotential 2022-10-07 22:23

This was a very interesting idea. I think it was executed pretty well but I couldn't ever really do any good :) A fine entry

skleembof 2022-10-08 02:00

This is an awesome idea and I tried really hard to enjoy it, but after like 15 minutes I was only ever able to shoot one ship. It is way too hard to line yourself up for a shot. I think you should have had all the movement on a grid to simplify everything, or a ghosting effect like someone suggested

I also found that there was no reason to move forwards or backwards, the only useful cards were up down and shoot.

Like I said, I love the idea but the execution needs work. I hope you continue to work on this because it has a lot of potential

oleg20111511 2022-10-08 10:51

I've enjoyed the size if the playfield and how the ship can can take position at basically every pixel (it's a game about space after all, freedom is nice here), so I don't think limiting movement to a grid is the best desicion. But the current movement system is indeed too hard, so I one up the ghost idea.

Another thing that should be more player-friendly imo is scrap collection - there's just no time to fight the enemies AND collect loot, so the best way would be to make it either appear in inventory the moment you kill enemy, or magnet the loot to your ship.

And good job on making a game in Java! Didn't think I'd run into a game created from scratch, especially in Jam category!

stmatn 2022-10-08 16:49

@simplepotential , @skleembof , @oleg20111511 , thank you all so much. I really appreciate for your feedback. TBH I was thinking about the grid vs. free movement a lot, so it really helps to read your perspectives on the topic. I decided on the latter mostly because I wanted to lean towards the real time (or planned real time) style rather that a turn based game. I fear that a grid might remove much of the time aspect and therefore compromise the 10-second-theme. I think the best solution would be the mentioned ghost / prewiew system, maybe coupled with the possibility to lock onto a lane. It might also help to introduce enemies that steer onto a collision course and introduce the aforementioned systems as uprades for harder enemies.

The hint towards the difficulty of scrap collection is also very useful. During development I lost the perspective on that., but I have some ideas on how to improve on that end :)

@oleg20111511 , it's funny that you mention the lack of an engine, since we recently discussed exactly that with a group of fellow gamedevs :D One of them put in into nice words: Admiration of software minimalism. The approach usually produces very basic games, but it's very pleasing to see how the tiny filesize of a few hundered KB packs enough content to be considered a proper game :)

So thanks again everybody for your feedback :)

rsninjadev 2022-10-09 20:09

This is a great start for a game, I hope you continue to work on it. I think hard coding the levels so they work more as puzzles and having a grid based movement system would fit well, keep up the great work!

etherianx 2022-10-09 23:44

A really good idea, and well implemented! I didn't find it to hard to shoot other spaceships, but maybe because my strategy was mainly to kill the easy ones and let the other pass by... Enemies with different pattern would probably not be the same story though. I think it could be nice to be able to maneuver a bit more during each phase. Maybe with more action or shorter phases (since the duration can't change, maybe changing the speed of the spaceships could work ?). Anyway, well done!

fenrei 2022-10-10 01:03

game froze at the end T_T neat concept, some more enemy variety and starting card variety would have been nice imo to add more depth to the gameplay. the forwards and backwards cards didnt feel like they added anything meaningful to the game, so i would have preferred having more shot options to play with instead or something else. pretty decent game overall

terracottafrog 2022-10-10 03:51

I *love* the idea of this game, but I have a hard time with it in practice. I find that a lot of the time the hardest part of the game was getting an idea of how far exactly the ship will move for a given size of card.

A ghost system could work as you said, but I like the idea of a grid system like others have said.

I think a good compromise is lanes instead of a grid. Different movement cards could move between a different number of lanes or at a different speed even. Shots and horizontal movement could be analog in their positioning, or the player horizontal movement could take place over time but still be locked to the main grid. Timing could also be analog, so time would still be a large aspect.

It would also be good to get more interesting enemy and player abilities early on, which a grid system could make easier.

I'd be really interested in seeing this idea fleshed out. I'll be following you for any post jam updates : )

real-flamingicecubegames 2022-10-10 16:45

I really like the concept and execution of this game. It was really fun trying to lay out the perfect plans for maximum profits. I do feel like the game could use some music, and maybe a fast forward button for times where there is nothing happening on screen. Also I would've liked to see more variety in the cards, or just straight up ship upgrades. Other than that I had a great time and I would like to see what this turns into.

samuli 2022-10-11 17:58

The mechanics and the core idea were fun. The balancing was quite bad, but at least it was too easy, not too hard, so nice job for a jam game balance.

postfrog 2022-10-15 18:40

The main idea is cool and could probably be developed into something really fun, however the game as it is right now is very boring as most of the turns nothing won't really happen and you just have to wait, which is a shame. I do genuinely kinda like the graphics and minimal use of sound though. It gives me nostalgic Windows 3.0 freeware type of game vibes(^:

oliver-richmeier 2022-10-19 04:40

Really interesting mechanics but I think the game failed to fully utilize them. The inability to predict the distance bullets and ships will travel limited the potential of time-based strategizing, and I ended up just killing the easier ships and letting all the others pass. This definitely has the potential to be really engaging though