Imma Head Out by Alex Garbus
:greenheart: Head into battle and harvest your enemies! :greenheart:
It's time to get going! Vicious enemies are waiting to go head-to-head in a bullet-filled battle! You'll need to dodge their attacks, defeat them with your attacks, and then harvest their attacks as your attacks! Simple, right?
~~I would've used lettuce emojis for the header above, but those don't exist apparently. How do lettuce emojis not exist?~~
:camera: Screenshots :camera:



:videogame: Instructions :videogame:
Don't know how to play? One step ahead of you! Here's the enclosed instruction text!
- Arrows/WASD & Joysticks/D-pad = Move
- Z/Space & Gamepad Buttons = Shoot
Survive the onslaught of enemy shots as they head towards you! If an enemy is defeated, you can harvest it to obtain their shot! But be careful: you will lose a harvested shot if you get hit!
Simple enough? Good! Now get your head in the game!
:speechballoon: And now, a word... :speechballoon:
My main goal with this project was to practice using the component programming pattern in Godot to share code, rather than relying on inheritance like I have been doing. I soon realized that focusing on clean code during a 48 hour game jam is a bad idea when I got about halfway through and barely had half of my ideas implemented. I subsequently switched into "if it works, it works" mode, trying to keep my code as neat as possible but allowing slop wherever the situation called for it. I'm satisfied with the final output and do not plan on updating its core functionality, unless some major game-breaking issue is discovered, but in the coming days/weeks/whenever I do intend to tidy up my code for the sake of fulfilling this project's original purpose. I will gladly accept criticism for my source code in addition to the game itself, so I implore you to hit up that GitHub link if you're interested in that sort of thing!
:raisedhands: Special Thanks :raisedhands:
A big thank you to the head of lettuce I found in my fridge! It made for a great model, don't you think?
And, of course, thank you so much for heading into my game!
:notepadspiral: Revision History :notepadspiral:
- Version 4 replaces the 64-bit builds with 32-bit ones (I forgot about those export options in the jam rush lol). The downloadable versions will also now start with maximized windows for convenience.
- Version 3 fixes a couple of issues with sprite visibility when the game ends, since I only needed to tweak a couple of variables. It also implements several code-tidiness refactors, which shouldn't affect the game's functionality. But, who knows? Maybe I broke something and didn't notice!
- Version 2 is the original version of the game at the time of submission.
- Version 1 was simply a test build, as well as a fallback in case everything fell apart within the last hour.
Ratings
| Overall | 298th | 2.978⭐ | 25🧑⚖️ |
| Fun | 234th | 3.109⭐ | 25🧑⚖️ |
| Innovation | 328th | 2.326⭐ | 25🧑⚖️ |
| Theme | 323th | 2.386⭐ | 24🧑⚖️ |
| Graphics | 285th | 2.913⭐ | 25🧑⚖️ |
| Audio | 274th | 2.348⭐ | 25🧑⚖️ |
| Humor | 125th | 3⭐ | 25🧑⚖️ |
| Mood | 288th | 2.696⭐ | 25🧑⚖️ |
| Given | 15🗳️ | 20🗨️ |
Despite that, this is the longest I've played a game on this jam thus far, fun build!
Not on the website, but there's always the unicode one in backup : 🥬 =D
I really liked the "pick up enemies moveset" mechanic. Focusing on dodging to the point of bullet-hell is fun too!
Maybe allowing to let the key pressed for continuous firing would have been a great addition =) A bit more-satisfying sounds (don't know how to say it but boops instead of beeps, maybe even mouth-made to keep on with the realistic cabbage picture humor). Online leaderboards are hard to implement, but good for hooking players too :grin:
Good stuff :8ball:
Ah, yes, the familiar workflow from "I'm going to implement good design" to "//HACK //TODO //FIX ME"
I had a few issues getting the game started. On WebGL, no button seemed to start the game from the title. On Windows, it seemed locked to the top-left of my desktop, instead of being windowed or maximized. Maybe I had an issue?
For the gameplay, I really enjoyed being able to upgrade my weapon by defeating an enemy--and then that upgrade served as a "life" if I got hit too much. That said, the beginning of the game is definitely tough with the pea shooter! Since most enemies shoot head-on, same as the pea-shooter, I really had to get in there and get lucky a lot. But despite that limitation, I had fun!
I think you might skip the main menu after the first time, because having to wait for it (and press through the tutorial) every time I died (which was a lot :D) was less fun!
Windows 10 for the OS. Here's a screenshot of what I see when I launch! I will have to give it a try on my home computer (not my laptop) later.
