Sources are publicly given but due to some libraires dependencies, you probably won't be able to compile. Let me know if you want some informations relative to the code.
The game only has 3 levels (and are almost copies of one another). Maybe i will rework on that later (and maybe a post ludum incoming version)
GAMEPAD CONTROLS:
Gamepad to displace
Button A: fire Button B: slower but more powerfull charged fire (keep 1 second. beware, no feedback implemented :( ) Button Y: trade your life for upgrades or the inverse
Start / Select : pause the game
KEYBOARD CONTROLS:
Arrows to move
SPACEBAR: fire CONTROL : slower but more powerfull charged fire (keep 1 second. beware, no feedback implemented :( ) ALT : trade your life for upgrades or the inverse
I never got the "ctrl" charged shot? Was that an upgrade I just never got? I kind of wished I could choose which upgrades to sell. The round shooty enemies are WAAAY more difficult than anything else, I just couldn't evade all their shots while they're still off-screen and can't be shot. I liked the basic theme idea, upgrades but at a revocable cost. Gameplay solid enough.
Made with a hand-made game engine, that's not nothing.
Congratulation for building a game out of your own tool. I feel like the game itself is nothing particularly interesting, but I think you are aware of that too.
Keep the engine growing, that has a lot of value knowledge wise.
@pyrian : i test the charged fire again. Every thing seems right. You just have to keep CTRL (left or right) down for 1 second. When you release it, a charged fire is made (like R-type). It miss a visual or audio feed back.
Congrats on writing your own engine during the game jam, it must've been super tough! The game is enjoyable but I found that the difficulty curve is a little high as it threw me into the deep end and died within the first few waves of enemies.
Well, the engine is a long term run, but i still had to make some debug/improvements during the Jam. A Jam is a great occasion to find what you should work on with your engine. Yes it was really tough indeed. I confess i missed time and sleep to fine tune the levels
Nice work! Congrats on using your own engine. As you said, the charged fire lacks a feedback (I thought it was broken and didn't use it). I had a bug with the 3rd or 4th upgrade of augmented fire, as if it was firing infinite bullets all around the ship (360°) (and as it made the game very laggy, nothing was destroyed).
It's great to see what you can make with you own engine, the game is fun altough very very difficult ! Maybe some smaller hit boxes and a feedback for the charged shot would have helped ! Well done !
I liked the basic theme idea, upgrades but at a revocable cost. Gameplay solid enough.