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Ammo Equals Health's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #273 | 3.222 | 3.222 |
Feel | #297 | 2.667 | 2.667 |
Aesthetics | #355 | 2.778 | 2.778 |
Overall | #357 | 2.778 | 2.778 |
Innovation | #394 | 2.444 | 2.444 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your submission match the theme?
The player's health in the game is tied to the ammo count. So, the same ammo/health count can be used to plant bombs and shoot bullets.
1 bullet costs 1 ammo.
1 bomb costs 10 ammo.
The health/ammo count is refilled by killing enemies and using their ammo drops. Also, kill combos can be used to refill your ammo if need be.
1 combo can be claimed to refill your ammo and increase the ammo count by 30.
Higher combo value increases your fire rate so you'll need to choose between higher fire rate or more ammo.
Various systems in the game are dependent on each other.
Third-party resources
+Game Engine+: Unity 2017.1.0.b6 free version.
+Art+: A few sprites from Kenney's assets available in public domain: http://kenney.nl/assets/topdown-shooter
License: https://creativecommons.org/publicdomain/zero/1.0/
+Sound+: All sound filed were created using BFXR:
http://www.bfxr.net/
License: It just says: "You have full rights to all sounds made with bfxr, and are free to use them for any purposes, commercial or otherwise."
Contributors
Developer, tester, sound artist, programmer: Me
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Comments
Enemy health was way too high given the twitchy nature of the action. I started resorting to grouping them up, standing in place, and detonating the bomb so it would guaranteed kill multiples of them at once.
I know how hard it can be to vary enemy movements without having them collide up on each other. My game has the same issue. If I'm going to have a lot of enemies clustered together and running in the same path, I often assign them movement speed values in a random range so they stagger out a bit. You might have done that but I couldn't tell. Lol I was focused on shooting.
Cool concept though. The few times I got a kill combo and my gun started spraying bullets it was both satisfying and conceptually terrifying as I knew I was dumping health. Good job!
Pro strats:
1. Run in circles till you got about 30 enemies on your tail.
2. Use about 3 bombs
3. win
But seriously though this was a blast, thanks for the game.
I had the idea of a rocket launcher as a secondary weapon but dropped it later because I didn't have enough time left. It's a generic top down shooter with your ammo and combo (loosely) tied to your health. Nothing fancy. The balance is way off. I'll probably improve upon it later.
Thanks for playing!
The game feels great and looks really nice! Enemies are... surprisingly resilient, and they seem to have more than 10 HP... which means it's more health-effective to use a bomb and deal high damage to multiple targets, rather than 1 damage on one target. There's also no real incentive for keeping your combo high; I always ended up cashing in my combos immediately for health. Nonetheless, the game has promise, seeing how well polished the art is!
Higher combos mean higher fire rate but I know what you're saying. It really doesn't make a lot of difference. The system isn't really balanced. Should've increased damage at higher combos. I'll improve on the game later and see if I can manage to balance some things out.
Just to put it out there, the player sprites and arena tiles are by Kenney (link in the description). Did the art for everything else (bullets, blood, bomb, explosion, etc.) myself.
Thanks for playing!