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Mission Delete
Mission Delete
By jordantanner
View on ldjam.com
| Category | Rank | Score | Count |
|
|---|
| Overall | 221 | 3.94 | 38 | |
| Fun | 78 | 4.09 | 38 | |
| Innovation | 749 | 3.15 | 38 | |
| Theme | 1029 | 3.29 | 38 | |
| Graphics | 495 | 3.83 | 38 | |
| Audio | 291 | 3.70 | 38 | |
| Mood | 380 | 3.77 | 37 | |
Comments
simmo
2023-05-02 11:46
Great fun, the graphics, music and sfx are all on point... Will absolutely being playing again after ratings are over! The only thing is a few of the power ups might need a bit of balancing (or maybe I just got hilariously lucky lol)- I got Type I weapons shoot an extra bullet, then an enemy dropped quick spread for Type I, and that combination meant I could just hold left mouse button the entire game and just win LMAO
Regardless, lots of fun, great job! :D
fravinci
2023-05-02 17:02
Ok this slapped hard !!! I had so much fun playing this. I played for tooo long xD kinda addictive. The VFX was so flashy, like fireworks! Sounds was so tasty, I felt really impactfull. The music delivered a good mood and the grafics have a nice touch with the lighting. Learned some for my own game outside of the Yam, keep up the good work <3
@simmo Thanks so much, I'm so glad you enjoyed it! Yes, the guns definitely need balancing -- a few are very overpowered :)
@fravinci I appreciate you playing it so long, thanks! Yeah the Unity URP has some decent 2D lighting features built in, and along with post-processing, it really helps with the visuals.
duncant
2023-05-03 21:55
Really solid, I ended up with a weapon that was firing bullets in every direction really fast so the screen was full of them which seemed a bit overkill :). I guess it was just before I delivered the payload though.
I liked that you could push the payload to speed it up.
I was a bit confused about what the different powerups did but maybe I just wasn't paying enough attention.
In all though really solid effort, nicely done.
svenerik
2023-05-05 10:34
Lovely action packed game with fast game-play.I enjoyed the overall design, though the shooting sound felt a bit like you're under water, but maybe that is deliberate. Some contrast to the graphics would be nice too to differentiate between objects, but those are just little nitpicking's, hard to see them during the jam. Overall a solid & fun little game! :)
I tried both firefox and edge, compo and post-jam versions, and it would crash immediately after the unity splash.
On edge: ``` Could not allocate memory: System out of memory! Trying to allocate: 5593B with 16 alignment. MemoryLabel: String Allocation happened at: Line:530 in Memory overview
[ ALLOC_TEMP_TLS ] used: 8363408B | peak: 0B | reserved: 4194304B [ ALLOC_DEFAULT ] used: 2063978171B | peak: 2063978171B | reserved: 2073054338B [ ALLOC_TEMP_JOB_1_FRAME ] used: 0B | peak: 0B | reserved: 0B [ ALLOC_TEMP_JOB_2_FRAMES ] used: 0B | peak: 0B | reserved: 0B [ ALLOC_TEMP_JOB_4_FRAMES (JobTemp) ] used: 229537B | peak: 0B | reserved: 262144B [ ALLOC_TEMP_JOB_ASYNC (Background) ] used: 0B | peak: 0B | reserved: 1310720B [ ALLOC_GFX ] used: 2749956B | peak: 12867343B | reserved: 2830440B
WebGL_v0.1.0.framework.js:10 PlatformGetStacktrace ```
On firefox: ``` An error occurred running the Unity content on this page. See your browser JavaScript console for more info. The error was: RuntimeError: indirect call to null @https://v6p9d9t4.ssl.hwcdn.net/html/7897200/MissionDelete_WebGL_1.0.0/Build/MissionDelete_WebGL_1.0.0.wasm:wasm-function[93004]:0x1fc79a2 @https://v6p9d9t4.ssl.hwcdn.net/html/7897200/MissionDelete_WebGL_1.0.0/Build/MissionDelete_WebGL_1.0.0.wasm:wasm-function[93004]:0x1fc7aac @https://v6p9d9t4.ssl.hwcdn.net/html/7897200/MissionDelete_WebGL_1.0.0/Build/MissionDelete_WebGL_1.0.0.wasm:wasm-function[93011]:0x1fc80e5 @https://v6p9d9t4.ssl.hwcdn.net/html/7897200/MissionDelete_WebGL_1.0.0/Build/MissionDelete_WebGL_1.0.0.wasm:wasm-function[87304]:0x1df97fb @https://v6p9d9t4.ssl.hwcdn.net/html/7897200/MissionDelete_WebGL_1.0.0/Build/MissionDelete_WebGL_1.0.0.wasm:wasm-function[92838]:0x1fbbb2c @https://v6p9d9t4.ssl.hwcdn.net/html/7897200/MissionDelete_WebGL_1.0.0/Build/MissionDelete_WebGL_1.0.0.wasm:wasm-function[93086]:0x1fed273 unityFramework/registerMouseEventCallback/mouseEventHandlerFunc/<@https://v6p9d9t4.ssl.hwcdn.net/html/7897200/MissionDelete_WebGL_1.0.0/Build/MissionDelete_WebGL_1.0.0.framework.js:10:219962 mouseEventHandlerFunc@https://v6p9d9t4.ssl.hwcdn.net/html/7897200/MissionDelete_WebGL_1.0.0/Build/MissionDelete_WebGL_1.0.0.framework.js:10:219998 jsEventHandler@https://v6p9d9t4.ssl.hwcdn.net/html/7897200/MissionDelete_WebGL_1.0.0/Build/MissionDelete_WebGL_1.0.0.framework.js:10:190276 EventListener.handleEvent*registerOrRemoveHandler@https://v6p9d9t4.ssl.hwcdn.net/html/7897200/MissionDelete_WebGL_1.0.0/Build/MissionDelete_WebGL_1.0.0.framework.js:10:190446 registerMouseEventCallback@https://v6p9d9t4.ssl.hwcdn.net/html/7897200/MissionDelete_WebGL_1.0.0/Build/MissionDelete_WebGL_1.0.0.framework.js:10:220328 _emscripten_set_mousemove_callback_on_thread@https://v6p9d9t4.ssl.hwcdn.net/html/7897200/MissionDelete_WebGL_1.0.0/Build/MissionDelete_WebGL_1.0.0.framework.js:10:220712 @https://v6p9d9t4.ssl.hwcdn.net/html/7897200/MissionDelete_WebGL_1.0.0/Build/MissionDelete_WebGL_1.0.0.wasm:wasm-function[93064]:0x1fcf0eb @https://v6p9d9t4.ssl.hwcdn.net/html/7897200/MissionDelete_WebGL_1.0.0/Build/MissionDelete_WebGL_1.0.0.wasm:wasm-function[93069]:0x1fec3f7 unityFramework/Module._main@https://v6p9d9t4.ssl.hwcdn.net/html/7897200/MissionDelete_WebGL_1.0.0/Build/MissionDelete_WebGL_1.0.0.framework.js:10:323302 callMain@https://v6p9d9t4.ssl.hwcdn.net/html/7897200/MissionDelete_WebGL_1.0.0/Build/MissionDelete_WebGL_1.0.0.framework.js:10:422129 doRun@https://v6p9d9t4.ssl.hwcdn.net/html/7897200/MissionDelete_WebGL_1.0.0/Build/MissionDelete_WebGL_1.0.0.framework.js:10:422571 run@https://v6p9d9t4.ssl.hwcdn.net/html/7897200/MissionDelete_WebGL_1.0.0/Build/MissionDelete_WebGL_1.0.0.framework.js:10:422735 runCaller@https://v6p9d9t4.ssl.hwcdn.net/html/7897200/MissionDelete_WebGL_1.0.0/Build/MissionDelete_WebGL_1.0.0.framework.js:10:421775 removeRunDependency@https://v6p9d9t4.ssl.hwcdn.net/html/7897200/MissionDelete_WebGL_1.0.0/Build/MissionDelete_WebGL_1.0.0.framework.js:10:17032 unityFramework/
I'm on a modern gaming PC with 16 GB RAM, Windows 11, for what its worth
@cheesepencil Hey sorry about the issues, but thanks for the detailed bug report. I was able to resolve the loading issues by tweaking some build settings. Please feel free to give it another try and let me know how it goes!
francis
2023-05-12 23:11
I see you've made a lot of cool jam games in the past! How come you don't comment and rate some other people's game? You'll get more people playing this one!
I played both the jam and post-jam versions and finished them, I'll leave you feedback for the post-jam version. Overall, it was visually pleasing and quite fun! I think the game would get old after a while, but the current length doesn't overstay its welcome.
Things I liked: - The visuals! It was hard to see the enemies in the first version, but you fixed that in the second version, and it graphics look great! - It felt very satisfying to get the unlimited Type II powerup and clear out mobs of enemies. - The 'escort the payload' gameplay was interesting, I've never seen it in a twin stick shooter like this.
Things that could be better: - While you have a bunch of different weapon types, there doesn't really seem to be any really motivation to use some of them. I found that in general, the AoE weapons that covered a large range were way better than any of the other ones, so I just stuck with those after trying out the others. - I didn't really notice what the different effects did other than cryo. Again, Cryo seemed to just be really really good so I just kept using that. Maybe these upgrades should be temporary as well? - Addition of leaderboard is cool, but I'm not sure how I'd get a faster delivery time. In the jam version I got 2 payload speed upgrades, but I didn't see any in the post-jam version. And it also seems like kills is proportional to the time spent escorting, so that doesn't seem like too meaningful of a metric.
pyspher9
2023-05-13 01:35
Fantastic! This game is absolutely insane! The music and sound effects were so great to listen to. The game play was pretty fun too. I just kept being able to get more upgrades and get more upgrades! I was really thankful for them after there were so many enemies. I was a big fan of the Fan of Death, but then once I was able to shoot in all directions at once, it really kicked it up a notch.
I appreciate how you made the game more challenging even though the player can upgrade so fast.
Some things I noticed that could improve are: - Sometimes I would upgrade and immediately downgrade again because I didn't realize I dropped the other upgrade from before and then moved right back over it. Perhaps the previous upgrades could just be consumed and done? - Once I was able to shoot in all directions with 2 tiers of weapons it was really an awesome experience, but the colors kind of blended too much with the package I was protecting and it would get lost.
Thanks for making this awesome game!
Wow, such a satisfying game to play! You really should rate and comment on some games, more people need to play this!
garlic
2023-05-13 12:49
I only played the Jam version, so this review refers to that version of the game. This is right up my alley. Fun, addicting, I love blowing stuff up and shooting ships lol. Lost of fun, the gameplay loop is great. I don't think I played another Jam game for as long as yours.
I had a good time with your game. You had an impressive variety of guns and upgrades in the game. It all felt pretty immersive. I think I'd just keep tuning the game. Finding the right balances for each gun. After that, maybe add a little more variety for the enemies.
This is SO GOOD, how doesn't it 20 ratings yet?! I love me some 2d space games and adding an escort element is sheer genius! The sound effects make firing and shooting down enemies really satisying and I like the vibey music too. Overall: Amazing job!
don't forget to play and rate other peoples' games!!!
uvwar
2023-05-16 00:37
Really cool game, very polished! I think at some point when I died I had two ships on screen, but couldn't control the second one, not sure if that was intentional or not though..
owlycode
2023-05-16 06:33
mission delete.png
Very fun to play! The pace of the game is good, it gets difficult but not too fast. I loved the visual effects of some weapons, the feeling of being powerful was enjoyable. I noticed near the end that you could push the bubble toward its destination to complete the levels faster.
One minor inconvenience was that it was difficult to read and understand what each icon meant when picking up powers.
Wonderfully juicy vfx and the sfx were nice and responsive as well. Really enjoyed this entry. I'm a sucker for bullet-hell upgrade/wave spawner kinda arcade games. I rated the jam version and went back for a few lives in the post jam version as well (currently at second place on the leaderboard!) Some of type-1 guns are REALLY good. I found the "venom" and just blasted everything apart.
I liked that it seemed like I could push the payload to make it go just a bit faster as well, giving me something to multitask on while blasting everything to smithereens.
noskro
2023-05-16 17:13
I have to agree with Francis: Rate more games so more people can find your game. This entry is amazing. Yes, the balancing in the Jam version is sometimes a bit off, but the polish is just on spot. It looks ground, the sound is amazing and if just has this perfect feeling. And the post-jam version is even better (but this review is about the jam version).
On critisim could be that at some point I lost the overview over the power ups on the floor and had no control on which I picked up and which I avoided. At some point I was backtracking to get my "old" weapon back as some were a bit overpowered as said before.
But this game is just a jewel in this jam and more people should play this
@francis Thanks for the detailed review! I agree that the weapons could be more different -- I've been tweaking that a bit in the post-jam version and is something I'll continue to explore. I buffed the Kinetic and Energy damage types to help them compete with Cryo and Plasma. Also, in response to your leaderboard feedback, I implemented a new scoring system that awards points based on kills and also bonus points for finishing under a certain time. Still not perfect but better than just based on time or kills alone, as you pointed out. Please feel free to try your hand at the post-jam version again if you care to check out the new scoring system and a few more additions. Thanks for the feedback!
@pyspher9 Thanks for your feedback and the kind words. So glad you enjoyed the experience! I'm still debating on how to handle switching weapons. As it works now, as you pointed out, picking up a new weapon drops the old one. I did this so that people could easily switch back to what they had before if they didn't like the new gun, but maybe it can be a bit confusing. Still figuring out what to do there. As far as the payload getting lost in the chaotic visuals, maybe I could add an outline or something to the object that would help it stand out. Thanks again for the comment!
ausstein
2023-05-16 22:31
op weapon.png
found a weapon that filled the entire screen with bullets and killing everything almost instantly, was easy after that :) Don't kno if i collected a dev weapon or if the extra bullet upgrades did that
@ogelgames @garlic @chris1919 @weirdbitgames Thanks for the comments and feedback you guys, I really appreciate it! Glad y'all enjoyed. I do plan on adding more weapons, enemy types, and doing more balancing to the post-jam version!
@uvwar Thanks for playing and for the feedback. Yes, that was a bug that would occur when the player was about to respawn and the payload died, it would sometimes spawn two players. That bug has now been fixed in the post-jam version. Sorry that happened but thanks for letting me know about it! Cheers
@owlycode Thanks for the detailed feedback and for the screenshot of your score -- I loved seeing that. I'm glad you thought the pacing felt right because that was something I struggled with balancing at first (as well as the gun powers). I do agree that the powerup icons could be larger and/or simpler in order to make them more legible. Maybe I should just scale them up +50%? Also people noted that they would overlap and it would be hard to know what you're getting, especially when the gameplay gets more chaotic. Maybe I'll add colliders to them so they won't overlap. Thanks for the comment! Cheers
@thesmellofoxygen Thanks for trying out both versions, I appreciate it. That's a solid score on the leaderboard you got. The top score is my brother and I'm pretty sure he cheated by abusing the payload physics haha! I'm glad you found/liked pushing the payload too, I thought it might be a nice bonus for players who want to do a little more, possibly getting a time bonus at the end. Thanks for the feedback!
@noskro I'm so glad you enjoyed the game and thanks for the kind comment! I agree (and others have said) that the icons could use improvement in general as far as being easier to read and not overlapping. Working on a fix for that now. I appreciate the feedback
@ausstein Yep that gun was super broken haha! I should've fixed it in the jam version but I didn't. Please feel free to check out the post-jam version if you'd like to -- there are many improvements. Thanks for playing and for the screenshot!
huitre
2023-05-18 03:17
That was a lot of fun, brings back happy memories of Geometry Wars on DS! My PC isn't the freshest, so the framerate towards the end got a bit choppy... That game would be a good candidate for an optional download option.
Got the 5th spot in the leaderboard, yay!
Great game. I really love this genre, and I'm always happy to stick for a few hours if I come across a good game. Yours is just like that! The only thing I didn't immediately understand what to do with the big green balls that ride on rails, probably it's worth bringing out a hint for them right away at the beginning of the game. At first I tried to shoot them myself, and only after a minute I realized that they were not enemies)) But in general, great! gorgeous glow effect on textures, geometrically beautiful projectile flight paths, respect! 5/5
magus77
2023-05-18 08:18
i love shiney games, i love bullet hell, take my stars!
zimny11
2023-05-18 19:25
Awesome game! I had a blast playing it. Everything feels really well polished: music, art style, control, in-game mechanics! Great job!
martink
2023-05-18 23:13
That was great, a superb level of polish and genuinely fun to play.
Give it a progression system like other survivor-likes and this could easily compete on Steam. You've got a gem here.
sebhulhu
2023-05-19 08:09
Really cool game. I had a lot of fun destroying those little ships :-) One thing that was a bit confusing was the background - at the beginning I though that black in background meant walls ad I was flying around it :D But in general I really liked the experience :D Screenshot from 2023-05-19 10-07-08.png
Really nice ! It's immediately fun, good job !
That was great and a lot of fun. I played both versions and managed to get a 7th place high score (KettLovahr!)
I feel like playing this game ends up just being a matter of finding a Type I weapon with very good spread and spin around while pushing the payload, which isn't the most engaging gameplay but it's kinda fun.
Great entry! Destroying groups of enemies was very satisfying, and the game felt decently polished. One thing I'll found annoying though is I would often accidently bump into weapon pickups lying around and swap out my current one. Other than that I had a great time!