Start with nothing and fight off hordes of enemies for as long as you can! Build your arsenal through playing smart and outlasting the baddies! Try to take the top position on the leader board!
Progression Note !!! Please READ before rating !!!
- Your progression continues after a death but death has a score penalty. Keep going until it's too hard and you are dying too frequently to accumulate score!
- Weapons are obtained through progression. You get the first weapon after 30 seconds
- You must reach 500 kills to see all the weapons and enemies
- The enemies will spawn faster as kills accumulate
Tools Used
- Godot 3.11
- Aseprite
- Gimp2
- ChipTone
- Bosca Ceoil Online
- Audacity
Controls
- Move: WASD
- Shoot: Left Mouse
- Weapon Select: Keys 1-7
- Weapon Quick Change: Mouse wheel scroll
!!! HTML Build Notes !!!
- Seems to work really well in Firefox.
- Have to refresh if you get a black screen after loading on chrome.
Development Statistics
- Energy Drinks: 6
- Annoyed Wives: 1
- Fell asleep unintentionally: true
- Times I wished I could art more gudder: 8927808984930893842908498912830190
But I don't wanna talk all bad! It was nice and simple at its core, yet fun (who doesn't love a bit of running and gunning - or "clicking and moving"?). The music was simplistic but not annoying. The art style of the environment was coherent and fit well together. Nice entry overall!
Is there any other key for shoot ?
Good Stuff. The game got pretty fun once I got the pistol although I struggled to get further than that (It's pretty challenging). Being able to continue after death with a penalty is an interesting/unique idea for a score-attack game.
fun game, progression is a little slow
I found a bug :wink: If you switch to a different weapon, the cooldown resets. Switching to the same weapon also works. I just sat in the middle holding down the mouse and spamming '7' :smiling_imp:
Other than that, I had fun going through all the weapons! Nice work! Only feedback is I think you probably could have increased the enemy spawn rate by a lot once you get past the first couple weapons.
Unfortunately, it was a bit slow-paced to start with, so by the time I got my second weapon, it hadn't done a lot to capture my interest.
Obviously it's important to save the most powerful and exciting weapons for last (to give the player a sense of progression), but first impressions count. The crossbow is by far the least exciting and *least interactive* weapon. Having to use it for too long is going to put people off before they can see the rest of the game.
Having a weapons that are useful in different situations (rather than simply getting more powerful) would give more opportunity to think about what to use, instead of making old weapons obsolete as soon as new ones are unlocked.
Of the monsters I saw, all of them just moved directly at the me, so it wasn't difficult to hit them. It was simply a question of whether I could move faster than them or kill them before they reached me. It would have been great to see monsters that tried to dodge, or that hung back to build up numbers and attack en masse.
As for the visuals, you're certainly no Rembrandt, but the art's really not that bad. It definitely does its job. The iconography is simple but it's immediately clear what everything is. There's a clear visual progression to the weapons and the monsters look like monsters.
It might seem like I have a lot of complaints, but it's clear that the problems with the game are simply a result of the time constraints. The design and the core idea of the game is solid.
Enemies moved very fluently as a swarm, you did a good job there for sure. And those sound effects are great. Good job!