FoonLudum Dare ExplorerLD57 → KILLWARE

KILLWARE

By deadjolly, Cody Raethke, VoraciousGhost and Trevor Lentz

View on ldjam.com

CategoryRankScoreCount
Overall3283.6931
Fun3743.4631
Innovation4843.1731
Theme7892.7231
Graphics2194.1031
Audio2203.6931
Humor5552.5030
Mood4163.6031

Comments

patatje 2025-04-08 15:26

The UI looks sick! The game feels good to control and enemies are satisfying to kill. I dont know for certain but i seemingly take damage by something invincible after a while? might be a me problem though.

cody-raethke 2025-04-08 18:09

@patatje thanks for the feedback! Yes, the electrical fields are failing to render sometimes, we'll work on getting that fixed.

EDIT: Fixed with version 1.1

alenarobo 2025-04-09 13:29

Another banger. I loved the UI and the robot model. The update feature is a nice touch. Anyone get past lvl 3???

dywanix 2025-04-09 14:57

such an interesting idea

tappioca 2025-04-10 03:50

Please add a powerup to the shop to turn green

popdaddygames 2025-04-10 04:46

Wow this is great!

You nailed the interface and the overall style is just... *chefs kiss*. Great work here! Gameplay is good too- very good work on tight controls.

What was the most difficult thing to tackle during the jam and making this project?

basekeet 2025-04-10 05:30

Pretty solid game! Gave me some Armored Core vibes :)

After a while it starts to feel a bit repetitive — would be great to see more enemy variety, noticeable speed increases, or some extra challenges over time.

Overall, nice work!

aynu 2025-04-10 05:43

Nice game!

sarah-upton 2025-04-10 05:48

these assets look great!

donutshoes 2025-04-10 05:53

Cool robot! ;) I think it could have been more challenging. At one point I tried to take as much damage as possible and still didn't lose all my health.

dandee 2025-04-10 06:08

Cool take on the theme, I really enjoyed the UI visuals and smooth controls, which is usually something that gets put on the back burner and then forgotton about during game jams xD Well done!

arkansaslover 2025-04-10 12:03

Cool UI.

duke-ua 2025-04-10 12:08

The game plays smoothly with responsive and satisfying controls, making the action feel tight. Everything is visually polished, from the graphics to the UI. It definitely feels like a complete, cohesive experience.

aveezavr 2025-04-10 12:32

I really enjoyed it — it’s a solid game, kind of like a really good Arkanoid! I had a lot of fun and ended up upgrading everything. The UI is pretty decent, but in the shop, everything is the same color, so at first I couldn’t tell where my currency was. The ground turrets feel super strong unless you pass over them at a height. But honestly — this is a real game, and it’s a good one!

dreo 2025-04-10 14:34

nice! i like the style. gameplay is fun, made it to level 3 i guess.

had some troubles to find BITS counter in the shop at first

anton-florey 2025-04-10 23:36

Great job! The sound effects, music and visuals really come together perfectly. The gameplay feels a bit unfair since there is no real way to avoid getting shot at by those ground enemies. Ah and the yes/no buttons in the UI confused me a bit. (I tried pressing the keys on my keyboard) Overall a great entry! Easily top 10% ive played so far :)

platonenko 2025-04-11 00:24

cool robot, fun game, the only thing I would like is more dynamics, at first everything is somehow slow

deadjolly 2025-04-11 00:30

@tappioca Green is not a creative color

@popdaddygames Thank you! The UI was definitely the hardest part. The UI assets took up almost an entire day on their own. Don't know if we'll go that hard on UI again next time ;)

@basekeet AC was definitely an inspiration! Good suggestions, we only had so much time to implement what we could

@sarah-upton Thank you!

@donutshoes Impressive, most of us couldn't make past it level 3 or 4!

@dandee That's exactly how we felt about past entries, so we wanted to make it a focal point this time! Thanks!

@arkansaslover Thanks!

@duke-ua That's what we were trying to achieve, thanks!

@aveezavr Yeah, the bit counter could be more obvious as well as in the main HUD. Glad you liked it!

@dreo Bit Counter could be more clear! Level 3 is hard, level 4 is almost impossible. Thanks for playing!

@anton-florey Y/N could have doubled as key presses, good call! Top 10%?! Thank you for the kind words!

tinykidtoo 2025-04-11 06:32

Really love the style of this, feel like this would be really really cool with a side to side dodge. Maybe going a bit faster, once I got the swing of things.

k48uto 2025-04-11 13:21

I'm a real fan of the mech genre. I liked it, but I would say that it lacks a more pleasant feeling from shooting. And there is not enough HP bar of enemies. In order to effectively distribute the resources of the robot's weapons, you need to understand how much damage I do with machine guns and rockets.I would also like to point out the excellent UI and presentation of the game

sleepyfikou 2025-04-11 15:16

Very solid rail shooter with extremely stylish visuals. The UI in particular is fantastic, and I also really love the design of the player character. The action is pretty satisfying and trying to focus on shooting and dodging at the same time is a good challenge, especially in the later levels. Overall a great game, well done to the whole team!

dovodx 2025-04-11 21:43

Good job on the aesthetics. I think the turrets have too much health and that the player could probably just have unlimited cannon shooting since I almost never could kill turrets after shooting at anything else right before they came into view. (Also, was this developed on an ultrawide? cause that window went BRRRR across my two monitors lol)

mcgiants 2025-04-12 01:18

My strategy was to ignore shooting the flying enemies whenever possible, especially since bullets and missiles were limited cooldown. Bombs are mostly dodge-able, and trying to collect the bits after a bomb had already been dropped usually equaled damage. Turrets could not be dodged, so the only way to reduce damage was to destroy them, and they dropped safe bits. Lock on was frustrating when A) A flying enemy was in front of a turret B)two turrets were side by side. Felt like unavoidable damage whenever two turrets loved each other very much. (I assume enough power upgrades helps deal with this).

That said, fighting robot go zoom! Enemies go boom! Dodging left, right and up kept me engaged! Thanks for sharing!

ronalchue 2025-04-13 14:07

Simple but clear gameplay is always a good strategy. Quite balanced. Good job!

nomus 2025-04-13 18:34

Lets gooo a mech game ! that's a super nice take, I just had some issues with my window screen but had to move it around because it was so buggy. Hyper missiles for the win

coda-highland 2025-04-14 02:34

This was a very well-executed game. Good job! Top-tier graphics for a jam game, and the music is good. A very cohesive experience.

The following comments should be taken in the context of me saying this is a very good game. These suggestions are for polish to take it to the next level, not to disparage your hard work.

* It's hard to tell what's going to hurt you. Turret bullets and bomb blasts are kind of hard to see, and I'm not sure where the hitboxes on the flaming skulls are. * Having to pick bits up instead of having them auto-collect doesn't feel good IMO, especially since the bombs can get in the way. * Damage (both to you and to the enemies) could feel more impactful overall. A punchy sound effect and a nice sharp visual cue would make things feel more powerful and significant. * The UI looks great but it's not always obvious what's supposed to be a button. A different font might also really help tie together the sci-fi aesthetic. * You can get a feel for the timing, but some sort of cue to indicate missile recharge would be nice.

ellaris 2025-04-15 09:29

Cool game, seemed well balanced as I was able to just barely get through until I ran out of upgrades to buy.

I didn't like the main menu button having ">" appear when hovered over, made it harder to read and confusing. The confirmation Y/N buttons were cool but a little small. I didn't like the fact that the flying guys dropped bombs and coins, I'm not sure if coins autopickup or if you need to get close but it felt bad when you go for the treasure and still take damage from a defeated enemy (you could just have the coins float towards the player instead of falling down). It was hard to say when the shooting enemy would damage you and what to do to not get hit (except for killing it first, you could dodge the rest of the damage), and since it felt like they were a priority target I tried to prioritize them, but due to the perspective the target lock sometimes made it difficult.

clink 2025-04-19 15:45

The character models are really nice. Clearly, @deadjolly must have had a lot of fun designing them. They're very easily readable, with just the right amount of detail! I also enjoyed the way in which the guns follow the cursor. It's probably my favourite feature, all things considered.

The UI is clean, the overall style that the game has going for itself is sound, and I like the premise of diving into and exploring a cyberspace, though I can't help but feel like that last part could have been expanded upon a little more within the game.

I also found defeating the enemies a little tricky. Based on my experience, unless you start attacking them *right* as they appears on-screen, you're not gonna have enough time to deal the damage needed to destroy them. This is a bit demotivating to me as a player, since I can't get BITS in any other way. Perhaps if some of them were spread across the track, it wouldn't have had that much of an effect on my experience.

Lastly, I don't know whether this is a technical issue on my end, but the player model glitches out *a lot*, which while not too much of a problem in itself, can get overwhelmingly distracting. Despite all that, I can still see and appreciate the effort that went into KILLWARE's creation. Nice work, the four of you!

deadjolly 2025-04-22 03:16

@tinykidtoo A quick dash move would fit right into the move-set, good suggestion!

@k48uto Glad you liked the UI!

@sleepyfikou Thank you, glad you liked the UI and had fun!

@dovodx We considered unlimited shooting but felt the cooldown created a bit more challenge. You can also boost or hover past enemies in a pinch as well! Not sure what's going on with the window on ultrawide? (My setup is not ultrawide)

@mcgiants Glad you were engaged! Yeah, good point about bits and bombs not mixing well.

@nomus What was going on with the screen? Sorry it was buggy for you, seemed fine on our end!

@coda-highland Font choice was directly inspired by certain 90's anime. Your suggestions are well-warranted and appreciated! I agree with you!

@ellaris Yeah, bomb and bits being at odds is a common theme in the feedback. Thanks for playing!

@clink I did have fun designing everything! Glad you noticed details like the guns auto-tracking! What did the player-model do specifically? First time hearing that feedback! Definitely wanted to do more with diving into cyberspace, but ran out of time. Thank you for the detailed feedback!