The Walls Are Tumbling Down! by zubspace
An action roguelike with lots of monsters and cool items! Made in 48 hours for the Compo.
This game is dedicated to all folks who enjoy games like The Binding of Isacc, Nuclear Throne or Enter the Gungeon. <3
Here's a gif for your pleasure:

2-Minute development timelapse: https://www.youtube.com/watch?v=jrvLV_K9nfU
How to play:
- Pick up all coins to proceed to the next level
- WASD or Arrow-Keys to run
- Mouse to aim and shoot
- Mouse wheel to switch weapons, if you bought one
- No reload button. Sorry...
Features:
- Hardcore roguelite action
- Procedural map generation
- Unstable walls ;)
- Multiple monster types
- 3 weapon types
- Shop with upgrades
- Dirty sound effects
- Awesome screen transitions
Tech
- Godot 3.3.2
- Asesprite
- Paint.NET
- LabChirp
Ratings
| Overall | 266th | 3.481⭐ | 28🧑⚖️ |
| Fun | 332th | 3.231⭐ | 28🧑⚖️ |
| Innovation | 430th | 2.904⭐ | 28🧑⚖️ |
| Theme | 471th | 2.827⭐ | 28🧑⚖️ |
| Graphics | 305th | 3.346⭐ | 28🧑⚖️ |
| Audio | 342th | 2.88⭐ | 27🧑⚖️ |
| Humor | 270th | 2.727⭐ | 24🧑⚖️ |
| Mood | 278th | 3.208⭐ | 26🧑⚖️ |
| Given | 17🗳️ | 23🗨️ |
Can't open the html version
@jcmonkey @theviraldragon Thanks for the hint. The itch.io page is now public!
Also perhaps make the first level(s) smaller? It'd give more of us a chance to see the whole game-loop. Clearing the entire field will take a while.
Lastly, I wonder why the reload mechanic is even there? It didn't really seem to add anything, in my opinion.
Still, it's a well polished compo game.
P.S. Seems the single row of games shown on top of the main LDJam page are not ranked by # of ratings right now? Huh.
The idea about the different movement style is interesting though. Maybe even offered as an item in the store?
@aquachain Thanks for your comment. I'm glad you enjoyed it :)
@memoryfloater Yes you're right. Starting levels should be a lot smaller. I think, the game gets a lot nore interesting, after you picked up different guns and other enemies appear, but it takes much too long to get there... Pent not enough time on level progression and difficulty curve... sorry!
@micheldever Thanks for your nice comment! You made my day! :)
The way the enemies keep spawning made me want to keep moving forward and finish the level as quickly as possible, and it keeps things fun.
@devparty Glad you enjoyed it! It's such as simple concept, but I like the possibilities of walls which can be destroyed. Sometimes it hurts you, because enemies can see you from farther away. Sometimes it benefits you, because you can use it for shortcuts. Thinking hard about developing this further.
nice one having the sound of the coins sounding in one or the other ear depending on the position of the player :thumbsup: I would however change the low sound of the coins, sounds like morse code, I'd love the high one but with a slight random variation of the pitch so that each coin sounds different
@laurari I'm glad you enjoyed it! Thanks for your kind review! :) I really like the idea and hope to develop it further. Yes, game sounds... This is always something I start doing 1 hour before the Compo ends in a furious hurry, lol! And then I remember, that I should add some music, too... x) You're right about that. Maybe next time, I should _really_ start with the sound and music and add eye candy afterwards!
On my player node, I have an AudioPlayer2D named "Shoot", then before playing the sound, I just use this line of GDScript:
$Shoot.pitch_scale = rand_range(.8, 1.2)
That way, it randomly changes the pitch up or down a little bit (since 1.0 is play it at its normal pitch)
So, now every time you shoot, it sounds a little bit different, instead of the same exact noise. It's subtle, but I personally think it can add quite a bit. I did really enjoy your entry, however! Great job!
I like the music and sounds in [Electro-Twixt](https://ldjam.com/events/ludum-dare/49/electro-twixt), btw! Good job! :)
It was hard to tell what weapon I was using~~, and if I hadn't read it was a roguelite I would have thought it started me over from the beginning when I died~~ [I was mistaken: you do start from scratch].
@ldjq Thanks for your comment! You don't carry over items from your previous run. So according to the internet, you can't call this game a roguelite, but a roguelike-like or whatever. I don't really care :)
@ildfuglen Thanks for playing! First time I did real 'Pixel Art' with animations. Glad you enjoyed it :)
Anyway, the game is fun, the procedurally generated maps are good, the art and animations cute and the sound effects fit well.
I shot walls a lot, this game requires some marksmanship. The Pac-Man Gungeon combo was really cool. I loved shooting through walls to get to the coins and surprise enemies. Really cool job on the game design there. Overall it feels like there are a few knobs that you can tweak to make this an amazing experience. Thank you for the game!
My main suggestion would be to give better feedback about things like how the reload mechanic works (I see that bar changing sizes, and apparently I need to have it grow back to maximum to be able to shot; but sometimes it stay small and I can shot). Or ammo: I saw I could buy ammo, but couldn't see how much ammo I currently have.
I also like to complain about this move with keys, aim and shoot with the mouse control scheme, but it seems everyone likes it :-)
Anyway, good job!