artalasky 2025-10-07 14:45
Did you make Hotline Miami? :))
Foon → Ludum Dare Explorer → LD58 → The Compliance Enforcer
By frib
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 500 | 3.36 | 24 | |
| Fun | 228 | 3.61 | 24 | |
| Innovation | 750 | 2.38 | 23 | |
| Theme | 635 | 3.18 | 24 | |
| Graphics | 587 | 3.13 | 24 | |
| Audio | 247 | 3.52 | 22 | |
| Humor | 197 | 3.47 | 24 | |
| Mood | 311 | 3.68 | 24 |
Did you make Hotline Miami? :))
Do you like Hotline Miami?
I like the game. The gun fire is nice and smooth, although the melee could be a little faster. The story is nice and the game wasn't too difficult
It's Hotline Miami, but you can carry a woman in your arms
Honestly a really faithful take on a Hotline Miami-like! Sounds like the story would've been great if you had time to finish it. Really enjoyed what I got to play on it, though I will say the red background on the level where you have to kill 20 enemies was a little too harsh for my eyes. Maybe bring it down a bit to avoid eyestrain but otherwise really solid entry. Thanks for playing our game too!
It's awesome, it's Hotline Miami. It's very well done. The story is excellent, the graphics, the music, the dialogueâeverything comes together.
The only issues are the camera isn't very nice. it could use a little more smoothness, but don't overdo it. It's unclear when the gun will run out of ammo, although that might be normal. When you're standing right next to a wall, you can't shoot. I backed away from the enemy, hit a wall, and couldn't shoot.
@kit-gorn Thanks for the feedback! Yeah, being unable to fire in a wall was a wonky fix to a problem that should've been handled completely different, and it's something I noticed way too late. Basically the weapon does go on cooldown even if it doesn't shoot, which is especially annyoing on shotguns lol
I agree about the camera. It played fine enough when playtesting in a small window in-editor but when I did a full playthrough fullscreen, it's currently way too intense. Ammo counter isn't there due to a lack of time, but on the other hand I kind of like the idea of not knowing how many bullets are left. Wish I had time to implement empty weapon throwing :D
@matthewdrake Thank you! I originally wanted the background colors to change based on your actions, but right now I just blindly chose a color for each level. I'll keep it in mind for future games to not make them so intense
@frib Exactly,empty weapons throwing is definitely missingđ
That was quite a bit of game! I'm sorry the story was cut off, although maybe it was for the best, I'm not sure I would have liked where it was going :laughing:. But, I was just following orders, it's fine.
Scariest part was when some guy with an axe glitched through a wall and killed me in a hit =). I made it through the end of the story in Tank Mode (felt about right), then 1-2 levels later just got stuck, and had to switch to god mode, so, great job deciding to add those settings in there =).
Occasionally when starting a level, my gun wouldn't fire, I couldn't quite figure out why, but sometimes I'd go through the first door and then stare at the guys in the face as they shot me... rather frustrating. (Probably) unrelated to that, it'd have been nice to have an ammo indicator somewhere, when I first ran out of ammo I was very confused (had just assumed infinite ammo up until that point due to not running out).
Sound and music quite nice too!
I got to the end of the story, but not the end of the bonus levels. They proved much too hard for me. It is a nice loop though, where I said I was gonna end and then I probably tried ten more times. :laughing:
The controls were a bit jarring, and it wasn't very clear how when exactly I could fire the gun, even though I think I understood the logic behind it. It could have been very nice with a controller, but it didn't work with my x-box one at least.
I did enjoy the story up to where it ended. So all in all a nice game.
Playthrough:
https://www.youtube.com/watch?v=YZkcAOcvHYM
@jimbly thank you! Yeah I spent a bit too much time on levels and story, so some gameplay elements are janky. And I didn't even get to finish implementing the story :')
@local-minimum thank you! Awesome to see you play through the game :D I agree with most of your criticism, I wish I could fix them right now, especially the mouse controls. Enemies glitching through the walls is new to me, so that's another bug to add to the big pile of bugs. Also, just like you I haven't played much hotline miami and it was 10+ years ago so I feel your pain :')
The level you quit on is the most difficult level currently in the game. You didn't miss much content as there's only one more "real" level afterwards. For story mode, most of the enemies would be cowards and unarmed, but for gameplay mode I decided to give everyone a weapon and make them aggressive, which is why some of those post-story levels are overtuned and unfair. So you did great, even with the janky mouse :D
You really nailed the vibe of Hotline Miami. I was getting invested in the story. It's a shame it had to be cut short at the end due to time constraints but alas thus is the bane of every jam developer. But a really fun entry and I'd love to try out a post jam version if you ever decide to make one.
That's a super nice game! Though I have chosen pain (realistic mode) I managed to get to the end of the story and almost finish the first post-story level. Enemies on this mode are quite a challenge to be fair!
I loved the music, the story and how brutal it is. Great job!
Really cool take on hotline miami. The music was bumpin and the gameplay was pretty tight.
This is great! I respect the ambition of doing a story and non-trivial gameplay in such a short period. The gameplay was fun! With a bit more juice and a few rough edges sanded down I bet it would be even more fun. Nice work overall!
Excellent work for the solo jammer! I really like a piece of humor in this game
Nice game inspired by Hotline miami! Pretty fun shooting people with various guns. I only hope I could choose my starting weapon to fit my current mission and enemies don't walk through walls.
I was like "yeah, 'realistic' is probably reasonable to choose". Oh boy. You haven't scared me from it enough...
compliance.PNG
I have enjoyed it, thanks! The three "actual gameplay levels" were taking me a lot of tries, especially the second one, but were a lot of fun!
What I really loved (praise time):
Your meta humor, you made me snicker a lot! Outstanding, and really fitting music! Fun enemy and level sprite diversity. Challenging level, weapon and AI design that made me think of complex strategies to get through the game.
What I'd complain about (feedback time):
I feel like ammo counter should be necessary here. And a crosshair which is not just a vanilla system cursor. There is a tragic issue with buggy walls and doors (some collision shenanigans), making the game feel unfair, especially in the second "actual gameplay level" (girl mauled in the bathroom, big guys, snipers). There is some weird thing with frames, it's visible the most when you move the character in one direction and the crosshair in the other (something something drawing frames / physics frames I guess). Weapons shoot a bit to the right (directly in the direction the player is facing, even though they are not shooting from the player's face), which feels weird, especially before you realize that ^^
All that didn't stop me from having fun though! I feel like you definitely know some of these issues already anyway ^^
I know it hurts when you realize you overscoped, but you did really good with what time you had left and delivered a really fun experience! (Apparently an hour long one, which is crazy for a jam game).