Start with nothing and fight off hordes of enemies for as long as you can! Build your arsenal through playing smart and outlasting the baddies! Try to take the top position on the leader board!
Progression Note !!! Please READ before rating !!!
- Your progression continues after a death but death has a score penalty. Keep going until it's too hard and you are dying too frequently to accumulate score! - Weapons are obtained through progression. You get the first weapon after 30 seconds - You must reach 500 kills to see all the weapons and enemies - The enemies will spawn faster as kills accumulate
This game is my favorite so far, my only critique is that sometimes I would just die randomly, it took me a while to figure out I was shooting myself with the plasma gun.
The sounds are cool even if the volume is strong the different weapons and different trash are cool ... By cons the number of mobs is dependent on the number of dead? because at first I had a lot of trash but after 5/6 died I had only one trash at a time?
I liked it, there was an issue late game that there weren't enough enemies and i was waiting most of the time but it was still good. I didn't get hit once :)
Hmm! I wish it would have gotten harder a bit quicker. I don't know, it all felt really easy, especially once I got my hands on the plasma gun, up until suddenly it all got out of control and I died! Ha, but anyway, I think with a bit quicker progression, (maybe only if you see a lot of accuracy from the player?) and some more elements to maybe spice up the gameplay a bit - I don't know, maybe collectible power-ups? - this would be fun much longer than it was for me! But I don't wanna talk all bad! It was nice and simple at its core, yet fun (who doesn't love a bit of running and gunning - or "clicking and moving"?). The music was simplistic but not annoying. The art style of the environment was coherent and fit well together. Nice entry overall!
@trypants you can also mouse wheel up/down to quick change weapons! I really wanted to add a tutorial scene but ran out of time. Thanks for the feedback!
I love the charm of this game's graphics. It took me a while to figure out how to pick up weapons and shoot, but once I did I was off and running. Also! Props for using Godot, I'm happy to see that engine is being used a lot more. Did you make the "ooof" sound effect yourself? Love it.
It takes a bit too long to get harder and to earn new weapons. I got really bored while waiting for the other weapons to appear. Other than that I had a lot of fun. Good job.
@starvingindie Thank you! Godot is really great, I hope more people start adopting it as their engine. I've never built a game with an engine before and I feel like it was really easy to learn. Yes, the OOF, that's me lol.
@hcursino I do agree. After 100 kills or so it speeds up a lot. I wanted to give the player time to acclimate to the new enemies that get introduced but I think I gave them too much time.
Great Game! The learning curve is smooth and the controls feel great. It reminds me of one of those games I used to find on older PCs when I was a kid and would just play through the entire afternoon. The balance is super well. One minor issue is that when I hit try again, the score turns to -15000. Also the weapon acquisition was a bit confusing at the beginning.(Edit: my bad for not reading through all the infos on this page. Couldn't wait and went straight into the game!) Overall I enjoyed a lot! Great effort.
@iantyf thank you for the feed back! The -15000 is a death penalty! It increases in difficulty and if you die you get then penalty but can resume playing.
No problem at all. I know a lot of folks are pumping out ratings and skipping over some of the information! I changed my post to hopefully grab move attention!
I don't know if I'm missing anything but it seems I can't shoot? It said I got a crossbow and then I'm clicking and nothing is happening. I tried the HTML5 version in Firefox as well as the Windows executable.
Good Stuff. The game got pretty fun once I got the pistol although I struggled to get further than that (It's pretty challenging). Being able to continue after death with a penalty is an interesting/unique idea for a score-attack game.
decent entry, if you press the number key of the weapon you are using while fireing you cancel out the cooldown so you can spam the bullets! not sure if it's intentional or not.
That is a pretty fun game, congrats! A bit difficult at start, and a bit too easy in the middle, but getting a good balance eventually around 100k! Damn robots are tough... Audio is a bit repetitive and sfx is basic (except the damage one, high quality! :grin:), although it gets the job done.
I found a bug :wink: If you switch to a different weapon, the cooldown resets. Switching to the same weapon also works. I just sat in the middle holding down the mouse and spamming '7' :smiling_imp:
Other than that, I had fun going through all the weapons! Nice work! Only feedback is I think you probably could have increased the enemy spawn rate by a lot once you get past the first couple weapons.
Unfortunately, it was a bit slow-paced to start with, so by the time I got my second weapon, it hadn't done a lot to capture my interest.
Obviously it's important to save the most powerful and exciting weapons for last (to give the player a sense of progression), but first impressions count. The crossbow is by far the least exciting and *least interactive* weapon. Having to use it for too long is going to put people off before they can see the rest of the game.
Having a weapons that are useful in different situations (rather than simply getting more powerful) would give more opportunity to think about what to use, instead of making old weapons obsolete as soon as new ones are unlocked.
Of the monsters I saw, all of them just moved directly at the me, so it wasn't difficult to hit them. It was simply a question of whether I could move faster than them or kill them before they reached me. It would have been great to see monsters that tried to dodge, or that hung back to build up numbers and attack en masse.
As for the visuals, you're certainly no Rembrandt, but the art's really not that bad. It definitely does its job. The iconography is simple but it's immediately clear what everything is. There's a clear visual progression to the weapons and the monsters look like monsters.
It might seem like I have a lot of complaints, but it's clear that the problems with the game are simply a result of the time constraints. The design and the core idea of the game is solid.
At first I was looking for a weapon on the ground. I think first weapon should kill enemy in 1 hit. Then you could introduce tougher enemies. Weapons could be haded out a bit more frequently as I got a bit bored after hitting 100 enemies mark and not getting new weapon after pistol on 50.
Enemies moved very fluently as a swarm, you did a good job there for sure. And those sound effects are great. Good job!
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But I don't wanna talk all bad! It was nice and simple at its core, yet fun (who doesn't love a bit of running and gunning - or "clicking and moving"?). The music was simplistic but not annoying. The art style of the environment was coherent and fit well together. Nice entry overall!
Is there any other key for shoot ?
Good Stuff. The game got pretty fun once I got the pistol although I struggled to get further than that (It's pretty challenging). Being able to continue after death with a penalty is an interesting/unique idea for a score-attack game.
fun game, progression is a little slow
Other than that, I had fun going through all the weapons! Nice work! Only feedback is I think you probably could have increased the enemy spawn rate by a lot once you get past the first couple weapons.
Unfortunately, it was a bit slow-paced to start with, so by the time I got my second weapon, it hadn't done a lot to capture my interest.
Obviously it's important to save the most powerful and exciting weapons for last (to give the player a sense of progression), but first impressions count. The crossbow is by far the least exciting and *least interactive* weapon. Having to use it for too long is going to put people off before they can see the rest of the game.
Having a weapons that are useful in different situations (rather than simply getting more powerful) would give more opportunity to think about what to use, instead of making old weapons obsolete as soon as new ones are unlocked.
Of the monsters I saw, all of them just moved directly at the me, so it wasn't difficult to hit them. It was simply a question of whether I could move faster than them or kill them before they reached me. It would have been great to see monsters that tried to dodge, or that hung back to build up numbers and attack en masse.
As for the visuals, you're certainly no Rembrandt, but the art's really not that bad. It definitely does its job. The iconography is simple but it's immediately clear what everything is. There's a clear visual progression to the weapons and the monsters look like monsters.
It might seem like I have a lot of complaints, but it's clear that the problems with the game are simply a result of the time constraints. The design and the core idea of the game is solid.
Enemies moved very fluently as a swarm, you did a good job there for sure. And those sound effects are great. Good job!