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1395992 Posts in 67324 Topics- by 60456 Members - Latest Member: Mersy

October 19, 2021, 03:36:47 PM

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TIGSource ForumsDeveloperPlaytestingSpace Huggers
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Author Topic: Space Huggers  (Read 434 times)
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« on: September 17, 2021, 01:29:00 PM »

Hi everyone! It's been a while since I've posted here. Over the past few years I've gotten really into JavaScript and this game represents the pinnacle of my skills thus far. The game engine was custom coded including the physics, rendering, etc. I also wrote the sound effect system ZzFX which generates sounds in real time. It has support for 4 player couch co-op! The entire thing is 13 kilobytes and open sourced!

The next step is maybe expanding this into a larger game. I have a lot of ideas already but I'm interested in feedback from players about what they want to see and do. So give it a shot and post your results in this thread. The farthest I've gotten is level 6, it gets real tough.

The empire is spreading like a plague across the galaxy and building outposts on remote planets. You are an elite rebel soldier tasked with wiping out those bases. Explore strange planets using your tools of destruction and eliminate the invaders! You have only 10 clones left, 3 more will be replenished after each mission. Good luck, have fun, and give space a hug for me.

- P L A Y S P A C E H U G G E R S N O W -

How To Play
- Use WASD or D-Pad - Move, jump, and climb
- Z or Left click - Shoot - Most things will break, some will burn
- X or Middle click - Roll - brief invulnerability, does damage, gives a boost, puts out fire
- C or Right click - Grenade - 3 per life, use wisely
- You can also use a Xbox or SNES style controller, connect up to 4 for co-op play!
- Kill all enemies to complete the level
- A radar along the bottom of the screen shows nearby enemies
- You start with 10 lives and get 3 more for completing each level
- For an optimal play experience please use Chrome in full screen mode
- There is no end, but for a challenge, try beating the first 5 levels

Gameplay Tips
- Roll to put out fire!
- Rolling also does melee damage to enemies
- Keep your distance from the specialists (white), they roll and flip often!
- You can hold down jump to climb up walls
- Jump flip to get more vertical height (roll immediately after jumping)
- To reach really high places try a grenade jump!
- You can press R to restart the game

Open Source on GitHub!

Game Features
- Run and gun / roguelike hybrid gameplay
- 2-4 player jump in local co-op mode
- Procedural level generation of great variety and complexity
- Levels are fully destructible with persistence
- Fire propagation and explosion system
- 5 enemy types with a larger variant
- 7 different crate/barrel/rock types
- 17 sprite textures using a 12 color palette
- Checkpoints can be captured for players to respawn there
- Multi layer procedurally generated parallax background
- Starfield simulation with moving stars, planets, and suns
- Particle systems for rain, snow, blood, explosions, weapons, water and more
- Native resolution rendering up to 1920x1200
- 11 different sound effects with ZzFX
- Up to 4 player co-op with 4 gamepads!

Engine Features
- Custom game engine written during the compo is separate from game code
- Super fast rendering system for up to 50,000 objects at 60 fps
- Physics engine for axis aligned bounding box rigid body dynamics
- Tile based rendering and collision system
- Particle effects system
- Input processing system for keyboard, mouse, gamepads, and touch
- Math library with Vector2, Color and Timer utility classes
- Audio with ZzFX has ability to attenuate sounds by distance
- Debug visualization system not in JS13K build. (press ~ to enter debug mode)

Enemy Types
- New Recruit (Green) - A bit shorter, more hesitant, takes 1 hit to kill
- Soldier (Blue) - Average height and ability, 2 hits to kill
- Captain (Red) - Can climb walls and jumps more often, 3 hits
- Specialist (White) - Jumps and rolls often, they are ninjas, 4 hits
- Demolitions Expert (Purple) - Throws grenades and can't catch fire, 5 hits
- Small chance of a heavy weapons variation that has double health and fires full auto

- Plastic Crate (Brown) - Burns easily and breaks when fully burnt
- Metal Crate & Barrel (Gray) - Is hard to destroy, can't burn
- Water Barrel (Blue) - Puts out fires and pushes away objects
- Explosive Crate & Barrel (Green) - Burns and explodes after a few seconds
- High Explosive Barrel (Red) - Explodes quickly and much larger than normal explosives
- Rock (Color Varies) - Heavy and very hard to destroy, can't burn, can crush enemies
- Lava Rock (Glowing Red & Orange) - Anything that touches it is lit on fire

Tools Used
- Roadroller
- Google Closure Compiler
- UglifyJS
- Imagemin
- Efficient Compression Tool
- ZzFX
« Last Edit: September 19, 2021, 07:44:42 AM by FrankForce » Logged
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« Reply #1 on: September 18, 2021, 02:43:27 PM »

Impressive! Looks like bro-force a bit, which I mean as a compliment since you did it with such a tiny web engine. Keep it up!

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« Reply #2 on: September 19, 2021, 07:42:34 AM »

Thank you! Broforce was my primary inspiration for this one.

As I continue forward past this demo, it will start to diverge greatly from Broforce. Mainly by addition of rpg-lite elements, like upgrades and more weapons, and some real crazy ideas I have that may or may not work out.
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« Reply #3 on: September 20, 2021, 03:53:33 AM »

Hi Frankforce,

 Found the game to be very pleasing to play, movement was satisfying, the sound effects were juicy, and I really enjoyed the various physics interactions, and the terrain destruction.

A few things that could be tweaked:

Maybe make the dodge roll recharge effect more prominent, perhaps add some sound? Also, playing on an Xbox controller, pressing X to roll felt a little awkward, RB might allow for more dextrous manoeuvring. Not sure, but it felt a bit 'off'.

Sometimes the enemies are placed really far apart, requiring lots of mining through terrain just to find the last remaining enemies to kill. Also, sometimes the off-screen enemy indicators disappear, maybe the radius at which they display should be increased?

Overall I found it really fun, there was a surprising amount of physics simulation that I really enjoyed.

Good luck! 

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« Reply #4 on: September 20, 2021, 08:06:25 AM »

Hi Piaworthy!

Thanks for the feedback!

I totally agree on the dodge roll recharge. The recharge sound got cut to make space. Had hard time deciding where to put the roll button. Still thinking about control layout but your input helps. Right now RB is available but as I add more stuff it probably will be needed for something else.

I also agree on the enemy spacing and mining. IMO the fundamental problem is that the goal is to kill every single enemy which actually isn't all that fun. My plan is to add more varied objectives like maybe in one level the goal is to just capture something and escape. maybe another it's to assassinate a vip, etc. This way I can still retail the size and scale of levels.
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« Reply #5 on: October 03, 2021, 01:59:55 AM »

Played your game right now.
Just 13KB, this is insane, congrats on that  Toast Right

I played with mouse and keyboard but soon switched to xbox controller. When playing with the mouse it would be nice to also control the shoot direction with the mouse. This would make "strafing" a lot easier. Right now I have to turn with the key board and then shoot with the mouse. But maybe this is due to me no using the shoot key too much. I am on a different keyboard layout where Z is not very convenient to reach.

In terms of gameplay I really like the destructible terrain. Maybe if you beef up the physics even more you could take inspiration from games like teardown (https://store.steampowered.com/app/1167630/Teardown/).

Great work, keep it up!

Find out more about me and my games on https://kamgam.com
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« Reply #6 on: October 03, 2021, 03:14:54 PM »

Thanks for your thoughts, geo!

I also prefer playing on controller, try snes gamepad if you have one! I thought about controlling the shoot direction with the mouse and right analog stick, but then it is more like a twin stick shooter except you can't really aim.

I still have yet to play teardown but it looks great. I will check it out. I have some cool ideas for both construction and destruction to push it to the limit.
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« Reply #7 on: October 15, 2021, 08:36:47 AM »

Hey FrankForce,

I played your game and recorded my thoughts:

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« Reply #8 on: October 15, 2021, 09:18:39 AM »

Hey jbarrios, thanks for playing my game!

My first question is, what was up with the framerate in that video? Was this just the recording or was it like that while you were playing? If so, what OS and browser did you play in? Generally it runs better in chrome then other browsers I've tested. Ideally it is played at 60 fps.

There are instructions on how to play that is important to read. For example the roll button is very key to gameplay, and you never used it! The game was for a size limited game jam so there is almost no in game text to save space. The next version will have some info about how to play included.

I plan to add much more, this is mostly a test of the core gameplay and game engine itself. I think it is important to get the basics first. Going forward I am not worried about differentiation from Brofroce, though it was a huge inspiration along with games like contra, metal slug and metroid. I plan to take it in a roguelike direction. So think more like broforce crossed with spelunky. The levels are already randomly generated and destructible, really just need to add the meta game layer, and build it out with more enemies, weapons, variety, etc.
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