You start off with nothing but your gun, but as the game progresses you get access to a passive item, and 2 active items. These items will help you kill off every enemy in a level, until you inevitably die.
In each level there is a set amount of "inhibitors". Shoot them to destroy them. Inhibitors also randomly spawn enemies, which will shoot back. Don't get hit or you'll instantly die.
Destroying all inhibitors and killing all enemies will let you progress to the next level.
CONTROLS: WASD To walk. Arrow keys to shoot. Left Shift to activate item 1. Space to activate item 2.
Fun game, music was good. I do agree with TurtleP however, the game didn't respond to the controls as fast as I would have hoped, but it was a fun game to play. Well done :)
A lot of fun to play, and the ramp up in difficulty gave you the right amount of tiem to get the hang of different mechanics before it threw something else at you. The music was fantastic. The game felt like it would do well if it were turn based, the enemies taking a step each time you made yours, encouraging more tactical thinking as opposed to just kiting everything and filling everything with bullets quicker than they can hit you. Otherwise, perhaps a smoother movement animation would have been nice. Graphically, the only big complaint I have is the contrast: walls and floors, and even the enemy spawners were essentially the same colour. There was nothing to really differentiate between them. Changing the colours of these would make the game easier to pick up while still maintaining the difficulty. Overall, a very nice entry.
I really enjoyed it! I didn't realize till I was a few levels in that the enemies moved to the (really great) music. It kind of added a nice element where I timed my movements around the music to avoid bullets and enemies. I thought the use of the theme wasn't the greatest, but the fun was there, which is one of the most important parts!
I had trouble getting into the game; I couldn't figure out an effective strategy besides going back and forth and spamming into the masses. It feels that the game is too unresponsive to warrant an action approach, and yet too realtime to allow roguesque planning. Neither of the themes was recognizable ingame.
The confusing, shades-of-gray map visuals don't help. Quick improvements I can think of include a health bar and direction-indicating sprites for the projectiles.
Basically fun, as the other comments say, could use improvement all around, but certainly is a good effort for the compo. Music is still fresh after 10 minutes so that's saying something.
Finestep: Thanks; I do agree that the game is unresponsive at times, reason being that movement is entirely tilebased (To make collision a lot easier for me).
This was the first time I've ever tried to make something that was supposed to be a rogue like. And I did notice that a lot of things just didnt quite work, like the art style and tiled movement.
Nice bit of weird grid-based bullet hell there. I like that there's a real sense of progression throughout the level; working your way to the heart of enemy camps to take them out. But why is the background music Megalovania? (Also, let me move diagonally)
SamH: I was planning on doing that, but never really got to actually implementing it. I was also afraid it would make the game feel "unfair", as it then doesn't show the bullet position accuratly.
Yokcos700: I had no inspiration at the time, so I decided to take a fun song, copy the melody in FL studio, and my own beat and such, and call it a day.
Also, I originally had diagonal movement, but it was a tad buggy; so I decided to remove it.
This game is fun, the sounds and music add a nice touch. It gets pretty crazy real quick in level 2, and making enemies move turn-based when you move would add a tactical element.
Comments20
The game felt like it would do well if it were turn based, the enemies taking a step each time you made yours, encouraging more tactical thinking as opposed to just kiting everything and filling everything with bullets quicker than they can hit you. Otherwise, perhaps a smoother movement animation would have been nice.
Graphically, the only big complaint I have is the contrast: walls and floors, and even the enemy spawners were essentially the same colour. There was nothing to really differentiate between them. Changing the colours of these would make the game easier to pick up while still maintaining the difficulty.
Overall, a very nice entry.
If so, thats completely unintentional. x)
I had trouble getting into the game; I couldn't figure out an effective strategy besides going back and forth and spamming into the masses. It feels that the game is too unresponsive to warrant an action approach, and yet too realtime to allow roguesque planning. Neither of the themes was recognizable ingame.
The confusing, shades-of-gray map visuals don't help. Quick improvements I can think of include a health bar and direction-indicating sprites for the projectiles.
This was the first time I've ever tried to make something that was supposed to be a rogue like. And I did notice that a lot of things just didnt quite work, like the art style and tiled movement.
The next one will be better ^^
My #1 request would be to render intermediate positions for each moving object, so that at least I can see in which direction the bullets are heading.
Yokcos700: I had no inspiration at the time, so I decided to take a fun song, copy the melody in FL studio, and my own beat and such, and call it a day.
Also, I originally had diagonal movement, but it was a tad buggy; so I decided to remove it.
Overall a great entry! :)