FoonLudum Dare ExplorerLD51 → House Hitman

House Hitman

By adjo

View on ldjam.com

CategoryRankScoreCount
Overall2243.4524
Fun1763.4725
Innovation3383.0425
Theme2703.5225
Graphics3603.0425
Humor2392.5918
Mood2673.1423

Comments

foggydude 2022-10-03 13:57

Reminds me of Hotline Miami(maybe you were inspired by it), but i feel like it could use some sound effects and music. Good job!

zerbu 2022-10-03 16:08

A fun game! It's kind of like a logic game - the challenge is finding the quickest way to get to all the enemies on time.

mossieur-patate 2022-10-20 17:00

(in a rush to test many, don’t mind the cursory style)

0. just like FoggyDude, the mere sight of the capture/cover and title made me think of *Hotline Miami*! 1. "Built with Lua and LÖVE." -> hey, coincidence, I use Love2D too, and just tested another such game! (*Buy the Dog*) :) 2. "The goal of the game is to simply clear the house of any enemies within a 10 second time limit." -> seen some such games already (*10 seconds or less*, *HURTEC*, and *10 Seconds To Avoid Death*); it is thus a classic concept, BUT generally effective! 3. small misspelling on page: "Linix" -> "Linux" 4. by the way, you can also create a Mac executable, see the [documentation](https://love2d.org/wiki/Game_Distribution#Creating_a_macOS_Application)! I did, and a tester confirmed it worked, although he had to enable execution rights :) 5. this is totally *Hotline Miami*! But without sounds; I agree with FoggyDude this is a pity! Still, seems well made, including the door physics and detection with doors; and well done for the procedural generation :) 6. I notice there are only three lives; I wonder if you could do away with them. Or, (classic) suggestion: enable a level-skipping key, to make playtesting easier 7. controls are QWERTY-only instead of layout-independent (I have an AZERTY keyboard), BUT arrow keys are enabled 8. the big difference with *Hotline Miami* = TIME is of the essence, while NO one-shot death; agreed with Zerbu this makes the game more puzzly than the other 9. lost at level 4 for a split second… :o Apparently, there will be more enemies as levels increase, and I wonder if the 10-second time limit will always be manageable! I guess the game might become impossible, depending on the formulae. EXCEPT if you put a maximal level; is there one? A general thought: for games that use it, such a 10-second time limit constrains level design in a peculiar manner! 10. oh, the game has been jerky for some time, now! :o Made me not move and lose time, up to the point I just lost a life in level 4! Some memory leak?? 11. doors can really get in the way for moving, and I notice their colour is too close to that of the brown sections of the floor: makes them barely discernible! 12. lost at level 5… I feel depending on the level’s architecture, things may get very tricky from here (I already had some trouble with level 4). So, stopping here, hoping not miss out on some variety!

**Takeaway:** nice theme-related twist on *Hotline Miami*! With simple controls and to-the-point clearly presented in-game elements and UI. Too bad for the sound, it would really add greatly to your game — do add some!! (People sometimes understimate the power of auditive cues.) Some more variety in enemies would also keep interest, and have the other advantage of allowing you not to always increase the number of enemies, but change them, which could make levels still workable under ten seconds. The three-live sword of Damocles is an unforgiving arcadey one, but why not! :) I foresee keyboard-and-mouse frustration coming out of it. XD

Nice efficient take, and also programmatically interesting! It feels like a promising prototype than needs extending: please help yourself. :)

[Do not forget to review and rate other games, if you have enough time; it will also help yours get noticed and have testers and feedback. :)]

blaster391 2022-10-20 21:08

Really impressively balanced for procedural generation - I played it a couple times to see the differences, each time I completely the last level with just a fraction of time left!

And of course anything vaguely like Hotline Miami is great in my books :)

oliver-richmeier 2022-10-20 21:25

Pretty fun shooter, and the procedural generation is nice. There were sometimes lag spikes when enemies fired which would cause me to take damage. but overall this is a solid base

n4tticus 2022-10-20 22:30

This was pretty cool, definitely simple but fun. There were a couple of interesting mechanics at play that I liked. Procedural generation was neat and meant I could play through it more than once without feeling like I was repeating levels. I also never got a level that I thought was impossible, but got several where I just barely finished under the time limit, so it felt balanced quite well. There was also the mechanic where you can shoot at doors to get them to open slightly and I felt badass when I killed an enemy by doing this without ever going in the room he was in.

As other commenters have mentioned, audio would go a long way! A really simple background track and sound effects for shooting and taking damage would be quick to whip up but aid the presentation of the game as a whole. Also, additional types of enemies (or maybe some kind of terrain like having to go outside of the house) would add some variety.

This is a great base and definitely a fun take on procedural generation :)

oldcezar 2022-10-20 22:42

Fun and quick game, similar to Hotline Miami, pretty replayable thanks to level generation. It's more of a puzzle game, HP doesn't matter that much compared to time, but it's more unique that way. I had one bug where two doors overlapped and blocked me on my final life, but honestly that was funny (DOOR STUCK!). Nice game!

thesmellofoxygen 2022-10-20 23:43

Found myself plotting room clears. Would have been nice to have an alternate fire/melee or something to compliment the primary fire, but obviously time is the enemy here! Tense.

pureimprov 2022-10-20 23:55

Wow, interesting style! The procedurallly generated rooms are cool, little shame about no audio but still good (:

stephen-kyranakis 2022-10-21 02:43

The procedural generation was impressive! I liked the frantic pace, though I did find it weirdly difficult to get through the doors. Nice work

madbarron 2022-10-21 03:02

pew pew pew! I just hit so many houses. I like how the doors swing open so you can use them for cover.

I had some issues with the physics on Windows 10. The hitman can get going so fast that it's hard to get through doors. I also had many instances of long stutters, it seemed like a performance issue and the physics couldn't keep up somehow.

Good experiment, nice job!

epeachyband 2022-10-21 08:57

Nice little compo game:)

senso 2022-10-21 20:35

Good LÖVE game ,hope you make it because it’s a good game.

zimny11 2022-10-21 21:10

Interesting take one the theme. I did not see anything similar during this LD. I wish there were some sound effects. And furniture, to maybe take cover and plan how to procced through the level, but I get that implementing something like that will take quite a long time. Anyway, good job!

fabula-rasa 2022-10-21 21:12

This is what happens when a puzzle game has a baby with a racing game :grin: The concept is interesting and plotting the most efficient route to kill all the enemies is quite fun. During the gampelay, I felt quite hindered by the door. It's kinda difficult to get through them when they as so 'swingy'. I'm not sure how far you can get, I managed level 5 and it seemed unbeatable - but maybe it's just me ;).

Some sfx would really add to this game and make the shooting of enemies ways more fun :grin: