Stormy Night
A fun top down shooter where you upgrade your stuff while killing other stuff! Survive and kill all the enemies to get to the next level. If you die, you keep your cash and get to buy more stuff to retry the level.
It features:
-6 levels
-4 weapons/items
-4 enemy types
-Madness and carnage!
Controls:
WASD: Movement
Mouse: Aiming
LeftClick: Shoot Gun
RightClick: Place Barricade (once bought)
SpaceBar: Throw Grenade (once bought)
LeftShift: Place Mine (once bought)
ESCAPE: DESTROY ALL BARRICADES (so you don't get trapped)
The game was made in 72h by our team of 4 programmers in Python with Pygame. The music in the levels is not ours and was created by Paulius Jurgelevièius (audio was removed from voting).
Don't forget to leave a comment!
Note :
For Mac, xquartz is necessary : https://www.xquartz.org
It features:
-6 levels
-4 weapons/items
-4 enemy types
-Madness and carnage!
Controls:
WASD: Movement
Mouse: Aiming
LeftClick: Shoot Gun
RightClick: Place Barricade (once bought)
SpaceBar: Throw Grenade (once bought)
LeftShift: Place Mine (once bought)
ESCAPE: DESTROY ALL BARRICADES (so you don't get trapped)
The game was made in 72h by our team of 4 programmers in Python with Pygame. The music in the levels is not ours and was created by Paulius Jurgelevièius (audio was removed from voting).
Don't forget to leave a comment!
Note :
For Mac, xquartz is necessary : https://www.xquartz.org



Comments19
Good job!
ps: thank you for your bug report of my game. I fixed it ;)
I kind of liked the simple graphics, there was a bit of charm to them! I think it would be nice to have more feedback effects in the game, like with bullet hits or hit animations. That could really sell the impact of some of the weapons. But really good work overall!
Maybe, for a Jam, where a lot of players have to judge your game, you could re-balance the enemies waves to start with a little bit more action and difficulty.
But good work dude! :D
I did notice that the enemies (especially the purple ones) tend to clump together, which can make it difficult to see how many there are. A technique I like to use to avoid this is to have each enemy follow you with a very slight random offset. Then, about every second, each enemy gets a new offset to follow. That way, each enemy is following a slightly different path, but ultimately still reaches you since the random offset is so small (maybe -3 to 3 degrees off). This allows for the enemies to spread out much more and give you the sense that there is a huge mob of enemies on your tail.
Overall, excellent work!