GUNWYRM is an action-arcade game based around endlessly upgrading and controlling mechanical serpents. The Gunwyrm is tasked with destroying invaders, gathering parts to make its next iteration even more powerful. When the timer runs out, the next Gunwyrm activates, and the cycle continues!
Features:
- Several weapon types and upgrades
- A handful of unique obstacles and enemies
- High quality pixel art graphics
- An original soundtrack
Controls:
Mouse - Move
Left click - Shoot
Right Click - Boost
Contributors:
sarn- Programming
Budjmt- Design
orisghost - Art
THX - Art
JonTheRealJon - Art
Snakeblock- Art
Mista Jub - Sound and Music
Bub - Concepts and thumbnail image
Additional Help & Artwork:
Oroshibu
Shrombus
peas
Design and levels contributed to by everyone involved.
Find the soundtrack HERE
GUNWYRM was made in 72 hours for Ludum Dare 47, with the theme "Stuck in a loop". Note that the game has been updated since to fix some issues and introduce a new weapon type.
Status | Released |
Platforms | HTML5 |
Rating | Rated 4.3 out of 5 stars (51 total ratings) |
Author | sarn |
Genre | Action |
Made with | GameMaker |
Tags | Arcade,Ludum Dare,Ludum Dare 47,Pixel Art,Singleplayer,Top down shooter |
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Aiming indirectly with the segments feels nice and I like the aesthetics of the game, would like to play a full, more fleshed out version of this, however;
-In videogames, teleporting enemies need to be programmed to not teleport inside of the player, for obvious reasons.
-There is no penalty to running out the time even though clearly this game isn't designed around running it out being an option? Only the teleporting enemies force you to deal with them, you can stay in a corner every time there aren't any.
-"Deal double damage in the last 20 seconds" is a pretty lame powerup.
- Not a fan of having your weapons just be randomized, the game would be immensely more fun if you continuously kept picking up parts and growing, making you stronger but also a bigger target.
-Also not a fan of jumping between stages, it would work better if timing out meant a game over, but personally, I'd rather this be a survival type game or even having a big randomized level to explore EtG style, I think think that would be a lot more fun.
There is potential here for a really cool game.
Keep in mind that the game was made in only 3 days. While I agree with most of your points we literally just did not have the time to deal with them, the game was uploaded 20 minutes before the jam deadline.
- The teleporting enemies are intended to avoid teleporting on you but they still do occasionally due to an oversight that wasn't noticed until it was too late. There is a build of the game on newgrounds where this is fixed.
- The penalty is that you don't get the parts for clearing rounds. I agree that this makes it easy to trivialize the first few ascensions but later on it's not a viable strategy.
- That was literally the last one implemented and I agree that it's lame it just had to finished.
- The length isn't randomized at all? It's entirely based on how well you did last ascension. I agree that picking the weapons would have been more fun but making that work well was out of our scope.
- The entire point of the time out is that it makes you weaker next round. Larger stages were definitely out of our scope.
The game was a fun weekend (+1 day) project but none of us have any desire to do anything more with it.