Don't Bring a Dog to a Gunfight! by Roolow 2020-04-21T11:10:12Z
Metal Gear Puppers
Foon → Ludum Dare Explorer → Users → Ryoon
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2020 | 46 | Keep it alive | HEARTWELL | jam | 3.00 | 3.00 | 2.00 | 2.50 | 4.25 | 2.75 | 2.50 | 2.50 |
Metal Gear Puppers
Wow that was hard but I managed to beat it! I was impressed there were so many levels.
Here are my thoughts: Spike hitboxes sometimes seem too large sometimes (level 3 stands out) and also you can die from spikes from the side walking into them
I feel like it wasn't until Level 6 (I think) that you really started using the limited sight mechanic to good effect. That was neat
There was one level where I had to keep dying and shooting out of the respawn point to clear an obstacle. I'm not sure if that was intended or not but it was cool
The jumping and wall sticking felt great along with the rest of the controls.
I think I figured out why some people said they couldn't use items, I often had to hit the number key first even if it looked like it was already selected. So "1, e" would work but just "e" wouldn't always.
That was fun! I was getting pretty frustrated about half way through but I think that was just "not wanting to let the game beat me". I like the art style too.
The inclusion of a separate level reset button (R) was huge because there was a couple times I got "checkpointed" in a bad situation.
One other comment is that I'm not sure the hearts really served too much of a purpose, I pretty much never died from missiles - always spikes, or falling. About halfway through I just started ignoring the missiles. Maybe they should do more damage?
I'd love to see more exploration of the various mechanics and combining them into one level if you continue to work on this!