My submission for Ludum Dare 56. I had 48h to make this game (even less so given that I wasn't available on the first day). It's a basic action game that I tried to make as fun as possible.
I had many ideas for this theme, but most of them were pretty ambitious. I started a game about searching for little creatures, but ended up switching to a simple action game where you have to punch tiny creatures to defend a cheese.
I had little time for this jam, so I focused on making a single mechanic, but making it well. The only thing the player can do is a hand flick that sends an enemy flying in a direction. It can then collides with other enemies, and send them flying as well. By spawning more and more enemies over time, it's guaranted that the player will have to master the chained effects to perform well.
To add a bit of extra juice, I implemented a scoring system with combos. Each time an enemy hits another, it creates a combo chain that score bonus points. While not being complicated by any means, it ended up still being slightly harder to make than anticipated. For each enemy colliding with another, we must figure out which flick it cam from originaly so we can add up to the combo and score the correct amount of points. Since there are many enemies and effects all over the screen, I used a pooling system. This could end up messing with the combo system if not careful, such as a recycled enemy could trigger old combos.
Pending...