badpinkchicken 2025-04-07 11:55
Simple but efficient! Would loved to see more type of enemies!
Foon → Ludum Dare Explorer → LD57 → Depths of Hell
By mediocrity
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 106 | 3.59 | 23 | |
| Fun | 36 | 3.81 | 23 | |
| Innovation | 279 | 2.50 | 23 | |
| Theme | 258 | 2.83 | 23 | |
| Graphics | 223 | 3.09 | 23 | |
| Audio | 199 | 2.83 | 23 | |
| Humor | 159 | 2.62 | 22 | |
| Mood | 244 | 2.92 | 23 |
Simple but efficient! Would loved to see more type of enemies!
Add some animations will be realy cool
ㅇㅇㅇㅇ.png Game is good reference to roguelike games, it could be even better with more intensive curve
Simple but good. If more time was given, may be a greater project! Enjoyed playing.
Fun game, managed to clear the demons! A bit slow in the beginning but once you got the shotgun it became satisfying mowing down everything. Was nice that all the drops on the ground remained between rounds, so you could save health for later :)
Nice work!
Suprisingly nice balanced, initilly little simple but once i got other guns and hang of when to use what. It felt to me that each gun had its place. Maybe you could have lowered their price a little since at start there is little to do.
I had some bug/featuer? that i think "stole" some of my gold away, i was pretty sure i could afford more than 1 upgrade but then i had just 0 gold after buying one. This initially scared me away from going for long runs and just made me die once i had enough gold. Later this bug/feature didnt happen i could buy tons of updgrades.
I really like that you left the last rounds gold stay on the map (bug turned feature :D?). It really made the progression easier and something to do initially with the easy waves.
Some more feedback when getting hurt would have made it more immersive. Just a simple clear sound effect etc would have made getting overrun so much better (ofc animation even better but time is limited). Now its little lacluster and noticing whenthey are hitting me was hard.
The visuals are pretty simple but work and are clear.
Well that turned quite a long. I really enjoyed this evn though its pretty simple, the game balance felt really good and made me play to 9 dmg,8 cd and all weapons (glass cannon is the way). After that run, since the start is so slow i, stopped. Plus there was no clear indication if the following waves would have new enemies to discover. (more than green?)
Yeah, so the shop is stealing from you for sure. A bit funny actually, although annoying. Basically the shop charges you for the next upgrade tier cost and not the current one.
Also yes, the pickups remaining from previous runs after starting a new game for sure is unintentional. But, luckily, it helps with the slow start. So indeed a bug turned a feature.
So there are basically 3 types of enemies. Regular red, tiny yellow, and huge green enemies. Sadly, did not have time for anything more than that. Also, left the economy balancing and wave design to the last hour, so it did not turn out perfectly. :hourglass_flowing_sand:
Yes, more animations feedback and general juiciness was one of the things I wanted would get into this game. Sadly, as for most of us, time is a limited resource. :smile:
Thanks for the input guys! Will be checking out more of your work later as well!
Screenshot_20250407_151644.png nice little game here. i was wondering if there was gona be a boss battle or not. kinda wished there was :D
Solid survivor-like entry. I think it could benefit a lot from adding animations to enemies and more enemies. I agree that it is a bit slow at start but once I got shotgun it felt like a completely different game. Well done!
Pretty nice entry, I felt a bit slow at the start, was difficult to keep distance to regular mobs. Then I felt cheated that I cant dual wield the shotgun and the pistol :smile: Did ended up having a blast once I got over it :smiley:
I played this for an embarrassingly long time, haha. Great work. The way you can only upgrade your character between defeats, and the coins even stick around on the map, almost makes it more of an idler/incremental game. But I'm a sucker for power scaling games and games where you can basically break them after awhile, and that's definitely the case here. I started playing another game on my phone while I let this one run after my first win, just to see if I could, with sufficient upgrades, sit there and win without doing anything, and... yup. By the way, I think the shotgun may actually be more powerful than the sniper rifle in my testing, but costs less? Just a heads up for the dev and any players.
I thought it was really good, you did a lot in a short time. I recommend that you put in a level-up system to access the store instead of only accessing it after death. A speed-up upgrade would be welcome.
Smooth game, nice for the compo challenge ! With more time, it would have been nice to add a background music, but fine entry overall.
When I saw what this was, I wasn't sure if I really wanted to play. Then I started playing and had a hard time stopping. Fortunately, I won! Thanks for the gameScreenshot 2025-04-10 221412.png
Cool!.
I have not played Vampire Survivors, but I've seen it played. This very much feels like "We Have Vampire Survivors at Home" but in a GOOD way. Upgrades felt meaningful, and I ended up playing this little game F A R longer than I probably should have just to give it a rating :sweat_smile:
I liked the graphics, the sound was good, although it was a little repetitive (pitch shifting your audio by +/- 10% or so can do wonders to help your sfx sound better). I don't know how to do this exactly in Unity, since I use Godot, but in Godot it's pretty simple:
$AudioStreamPlayer.pitch_scale = randf_range(0.9, 1.1)
Basically just setting the pitch to a random float from 0.9-1.1, and I do this every time before playing the sound, that way each time it plays it sounds just that little bit different.
Still, this game was a lot of fun and an amazing job. My only other "complaint" is that it would be better with some music!
@rubixnoob13 Thanks! Yeah, this type of game can suck you right in. :sweat_smile:
That for sure is nice feedback. Certainly the pitch shifting is hardly noticeable for weapons in this game. I do use this technique but I barely hear a difference from shot to shot. Upon inspection, it looks I am lowering the pitch to 0.5 and then apply a pitch shift of 20% in either direction, which clearly is not sufficient and it indeed sounds quite monotone still. :loop: :face_palm:
Unity_HqNkcSEnAK.png
Yes it pains me I did not get music in. Will sure start doing a more finished game out of this any day now. The feedback is of great help. Thanks! :blush:
I don't agree with a point that this game needs animations. The little shake effect is enough to be appealing enough for a compo game. Heck, it could even work with a released indie game. What is missing though are impact effects to make hits/kills more satisfying. A simple dissolve shader would make enemy deaths x2 cooler without much time investments.
For whatever reason, I was confused by not getting levelup after collecting ~18 coins during my first run. I read the game description, but it still wasn't apparent. Only a comment about "upgrading after death" made sense into it. It's a good idea, but I could drop the game before that point if I don't know that dying is a part of a game loop (not every game has meta progression, etc. and we have expectations from vampire survivors game - you get upgrades as you go).
I also tried pressing the entire upgrade icon instead of a green button below it. Perhaps turning the entire "slot" into a button could be an upgrade to UX, but maybe that's unnecessary.
Overall, a good game with a proper game loop.
After seeing your progression system, I though about upgrades like "add health pickups to the loot table" -- so some pickups are not dropped until you bought an upgrade for it. It would complement the strength of this system where you configure the run before starting it. It's not something that you could add during compo of course, but something that one might consider when making a final game or another iteration of it.
> Yes it pains me I did not get music in. Will sure start doing a more finished game out of this any day now. The feedback is of great help. Thanks!
Meh, music is overrated imo. I turn off most of the compo music after a couple of minutes as it's usually a weird 10-20 second loop. A good music can turn a game into a banger, but it can take hours to make. May not be a good recipe for everyone. If you can make a bad music in 1 hour, I'm still not convinced it makes the game better if the player ends up muting the entire game (or you may need to add another overlay button to mute the music separately at any point - even more extra work). Ambient-style music works better, it could be a 2-3 minutes long loop of birds chirping, etc. If it's not into your face, it can be alright, but it also doesn't improve the game by a large margin as a really cool track would.
In my opinion, it's not worth it considering all "add this" comments, especially when they're coming from mostly-jam people (no offense intended, it's just very different) that may use premade music or have a dedicated sound designer. I'm assuming you used 100% of your time, so all suggestions above are like "if you already have a dissolve shader, which you are permitted to reuse as it's like a library source code, then you could add it to get something extra without spending more time".
If you **are** talented in making music, it's a complete different question of course. :D
Nice game. Played it for much longer than I intended to. The simple animation for the enemies works very well.
@quasilyte Thanks for good pointers and food for thought! :bow:
I would definitely have been able to add a simple hit and death effect and it would elevate the game a lot. It would be a 5 minute change and even look good with some decent shader as you suggested.
Initially i had planned in-game progression in form of level ups in conjunction with the meta upgrades. But I realized I was running short on time and had to cut it. In a more fleshed out game, i think i would go that route. Or at least adding level ups in-between successfully completed levels. For this compo, I am just happy i got some kind of game loop and progression up and running.
I have no skill or knowledge about creating music. So perhaps, we all should be lucky it did not make it in. :D :hear_no_evil:
Victorious ! Slow departure, but nice snowball; good survivor, good dopamine game lol