2D Platformer Shoot-Em Up with different weapons and modifier the player can pick up. Killing enemies collects coins that can be spent in a shop at certain wave intervals. Every few waves the difficulty will increase, spawning more enemies. Upgrades can be picked up that unlocks abilities or adds to the player stats.
Player has a health bar and an energy bar Player can buy different weapons, each with their own ammo count. Energy can be spent to fire if the weapon is out of ammo. Modifiers to weapons apply to the currently equipped weapon.
Right now everything is overtuned to make the demo quicker to play.
Executable: IMPORTANT: Restart the game once through the pause menu (Esc/Select) to fix the bugged UI in the WebGL version.
A WebGL version exists on Itch.io, I would recommend using the desktop version if you want to use controller and get better performance (no object pooling, so WebGL sometimes lag when killing enemies). The UI is also horribly unscaled for web so it's a bit buggy. Itch.io link: https://refsa.itch.io/ld45 (Source Code, Win64 exe and WebGL versions can be found there)
Controls: Keyboard+Mouse and Controller are both supported, no remapping.
KB/M: A/D: Move Left or Right Mouse: Aim Space: Jump L-Shift: Dash (When Unlocked) Q/E: Next/Previous Weapon Esc: Pause Mouse 1: Fire Weapon F: Buy vendor item L-Shift: Skip Vendor
Controller: Move: Left Joystick Aim: Right Joystick Jump: LB Fire: RB Dash (When Unlocked): A Pause: Select Buy vendor item: Y Skip Vendor: A
Unlockable Abilities: Multi Jump Dash
Modifiers examples: Some modifiers lack an icon and as such it can be hard to identify its meaning. The message list in the bottom-right will show the latest modifiers added to the player, as well as the items the vendor is spawning. Extra Damage Extra jump height More movement speed Extra Health Health regeneration
Pretty much any variable for the player can be modified by pickups that spawn after each wave.
The game over stats didn't work for me but this is a cute little game and the mechanics work well. Feels really polished for a 48 hour game! Nice work!
The gameplay feels really good! I really liked how the character looks when I walk to one side while shooting to the other side, which seems to be what I've been doing the most. The knockback effect feels pretty natural too. I also noticed that sometimes bullets went though the flying enemies instead of hitting them. Great work overall!
Really fun game! I enjoyed the variety in the enemy movement and size, and would like to see more of that. At first I didn't realize I could jump multiple times, so I had to go to either end of the level to get back onto the platforms, but then I realized you could double jump and that issue was solved. I also love how the money pops out of enemies and creates huge piles with actual height, instead of just weird puddles like most games. At first I was a bit confused about what the giant maroon bars were, I thought they dealt damage to me but they don't seem to?
@twinturbodouche yeah, the Game Over stats was never implemented. I didn't get time to do it so the placeholder was just left in.
@themuffinman314 Yeah, the wall/bars were a last minute addition. I sort of forgot to change the sprite it uses and add some SFX to make it more obvious that it does damage.
Nice concept but i couldnt understand the mentioned buy vendor item and skip vendor, as i didnt found anything that resembles a vendor in game. I stacked a lot of currency? (i guess) and plenty of upgrades? (again, i guess) that didnt seem to upgrade anything.
However, the controls responded well and the mechanics that i could understand worked nicely. The graphics (specially the UI) are very neat.
Loved the graphics, sound, and mood/tone of the game my only problem is you should put a sound to show when the player gets hit by an enemy, otherwise I really enjoyed it, It would be cool to see a whole game with multiple levels, weapons, and power-ups. Great job! And great luck with your game too!
This is promising, but the gameplay felt a bit confusing and rushed. It was hard to tell when I was being damaged and when I wasn't, my jump height seemed too low, and as others have said, I'm not sure how the vendor system is supposed to work. I also wasn't sure if the scrolling wall things were supposed to be damaging or not, I'm sure I ran through one at least once without being damaged.
As I said, though, there's some promise here. The graphics have a simple charm to them, the stacks of powerups that spawn at random points seem to make a gradual but noticeable difference to your stats, and it's satisfying to pick up huge piles of coins and powerups at once.
I couldn't seem to walk and shoot at the same time. Maybe because I was playing with my laptop touchpad instead of a real mouse? Cute though, I wish it had worked better for me because I was having fun.
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As mentioned already, the yellow bird is almost unkillable. hahahhaha
Thanks for the game. =)
@twinturbodouche yeah, the Game Over stats was never implemented. I didn't get time to do it so the placeholder was just left in.
@themuffinman314 Yeah, the wall/bars were a last minute addition. I sort of forgot to change the sprite it uses and add some SFX to make it more obvious that it does damage.
However, the controls responded well and the mechanics that i could understand worked nicely. The graphics (specially the UI) are very neat.
Congrats on finishing your entry for compo!
As I said, though, there's some promise here. The graphics have a simple charm to them, the stacks of powerups that spawn at random points seem to make a gradual but noticeable difference to your stats, and it's satisfying to pick up huge piles of coins and powerups at once.
Needs a bit of work, but it's a good concept!