A downloadable game for Windows, macOS, and Linux
Securas (@Securas2010) Code, Art and SFX
Mark Sparling (@Markymark665) Original Music
Status | Released |
Platforms | Windows,macOS,Linux |
Rating | Rated 4.9 out of 5 stars (18 total ratings) |
Author | securas |
Genre | Platformer |
Made with | Godot |
Tags | 2D,Arcade,Godot,Pixel Art |
Average session | A few minutes |
Inputs | Keyboard,Gamepad (any) |
Download, unzip and run executable
Notes:
- Windows scaling might complain... In such cases, please disable HDPI on the game executable.
- I did very little optimization of the code. Hence the game might be a little slow on older computers. I'll try to work on that in due time
2019.03.01 - Fixed game breaking bug with the boss.
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I know I'm late to the party, but damn, guys, this is amazing. Blew my expectations out of the water. Hard to believe it was made during a game jam. Well done!
If you don't mind, I've got a couple questions:
1. Did you use tilemaps here?
2. What did you use to create the wavy relfection at the bottom? Shader magic?
P.S.: Just checked your Twitter, says you've been a game dev. for only two years. Wow. I'm envious :)
Thanks for the comment. I'll try to answer your questions one by one.
1. Where did I get the explosions
We made them.
2. How am I creating the glow
Moving lights
3. Sprite masks?
No... Lights
4. How come the sprite change shape?
It does not... It just moves very quickly.
The game is not optimized at all... It's a game jam and there's often no time for those fancy stuff. I wish it was though :)
Very cool game. Really interesting aesthetic, feels like playing some kind of nightmare. Shooting feels good, although I think the platforming controls can be improved.
Only real problem is that I got to the bossfight and he got stuck on the edge of the map, and I can't kill him.
Other than that, I enjoyed what I played before I got to the bossfight, congrats on making this in just a week.
Thanks for checking out my little games... again and again! I really appreciate it!
As for the source code... Nope. I will not release it for multiple reasons but the two most important ones are: 1. There's nothing new with regards to code that I've already released with other games, and 2. I used really poorly written code that should not be used as an example for anybody.
Gameplay - awesome .. feels juicy a lot
Art - cool , explosions and good choice of the color palate
Music - awesome
Jam Theme - Ahh.. you can just replace the name and the heart sprites and it will be the same.
This was basically a really good game, I will even say great. Good job :']
I loved u put a small knock back when shooting, It could have been used in various ways. Building on levels and ideas is great which i usually don't see in jam games.
Overall - 7 /10 for the jam but 9/10 if it wasn't for a theme.
Because I don't have that high end of a PC, the frame rate dropped a lot in the cannon level where u have to run past the canon fires, that's where I actually quit because of having no way around.
And one thing about that same level tho, u put spikes, get what I am saying? I don't want to criticize but why u put spikes in that level? They didn't even showed up in the past 3 levels and now suddenly spikes in a level which u thought will be a high tension level ( i call them gauntlets ). Just saying, think about that design decision before u do that.
Ah man. Thank you so much for trying out the game and especially for taking the time to write such an extensive comment. I really appreciate the folks that get engaged enough to take their own time to do this and you went all out with an extensive view. There's really not much I can reply back other than apologize for the game performance drops. I really did not have time to care about optimizations during the week that I took to make this but I'll certainly try to look into making the game perform better in future versions. As for the theme, again, it's my bad for not making it clear. I wanted to make an action based game so... To run with the theme I made the hearts actually point out the difficult points on each level. I realize that it is not obvious but without the hearts the player would have much less information about what's going on. So when each heart is taken, the player is left with nothing but his memory to guide him. That, and of course, bullets. This encourages the player to think just a little before collecting the hearts in the sense that they actually make the player blind. Then I added the hearts chasing the player mechanics to mess it all up. This is to say that the theme is there... It's just not obvious.
Finally... the spikes... Ah... those spikes... I get your point and I had doubts about those myself. But the fact is that on that gauntlet I needed to stop the player at that point. Even if only for 0.2 seconds, the player needs to think for a split second and make a slightly less horizontal jump to overcome the obstacle. If not spikes, I would use enemies or something like that. Of course, not everyone is ok with that and I think that is your case. I hope that it didn't mess up your experience too badly though.
All in all, I truly appreciate those kind of comments. They help me make better and more satisfying games.
Really LOVE the aesthetic you've got here. It's a lot of fun to play. My only complaint is that not one single button on my xbox one s controller is mapped to the shoot action, so I have to no way to shoot and play with the controller.
I managed to jump my way through 2 levels, and then tried again with the keyboard and got through a couple more before getting stuck where there are three robots? enemies in a shaft that move left to right and kill me no matter how I time it.
Love the music and the art, and if you can fix the controller issue, I'd love to play more. :)