A simple wave based game, where you try to survive as long as possible.
You're on an elevator that keeps on going down. But you're not alone. Enemies will jump on the elevator to kill you! But that's not all. When an enemy lands on the elevator, the elevator will drop down faster depending on their weight. Some enemies are heavier than others.
Every 200th "Depth", an event starts for 20 sec.
Resources - Made with Unity - Sound (SFXR) - BGM (Bosca Ceoil) - Pixel Art (Paint.NET) - Cover Image (Clip Studio Paint)
Controls - Move with WASD or Arrow Keys - Attack with Left mouse button - Special with Right mouse button
pretty good animations and art. I think that one thing you can do is balance the damage from the weapons the fireball does so much damage that the sword seems kinda useless. but anyway very good game well done =D
Great work on the sprites. The sound effects worked well with the game. I liked how the backdrop (a falling elevator car) made it feel more dynamic. I had trouble getting the Web version to work, but Windows version worked fine. The music was simple, but well suited to the game. It had a great look. Good work!
Great overall feel of the gameplay! Hits are snappy and I like it! Liked these "Get stomped", "Only robots" challenges! Only one thing bothered me: When you make pixel art, make sure pixel size is constant from sprite to sprite. Stompy's shadow and health bars are wrong scale)) Thanks for game!
I really like the sprites and animation in this game. The music was also very fitting. The weapons could have had a bit more balancing because the fireball is a bit too strong in comparison to the sword. My high score was 351. Otherwise good game!
Nice game, I liked that elevator eventually just started falling down with paricles by its sides. When I found out you can shoot fireballs I never used the sword again:) I think the main problem were the shooting robots its really hard to dodge their bullets unless you kill them first. Thats why I think a bigger space for moving (or just smaller characters) would make the game better.
Nice game! The art is really good looking and the audio is simple but effective. The stomping enemies were fun to deal with, and once I got the hang of the robot enemies they also became an interesting encounter. The variety in the way enemies attack you greatly enhances the fun factor of the game. Having the combat take place on a descending speeding elevator was a great way to incorporate the theme of the jam since it works very well as a set for an action sequence. I can tell you put a lot of thought into this game, good job!
This is clever! Good use of the theme. Love the character design and the sparks coming off the elevator brakes. Some way to heal would have been nice, but maybe I just need to get good—I only made it down to 344. Nice work.
Cool game! I like the aesthetic of the sprites. I survived 362! I would have preferred the movements to be less restricted when we are in close combat with an enemy but I found the controls very smooth
edit: I join the others to say that the WebGL version does not work for me either
1333 ! The robot-only event is brutal and the enemies spawn maybe a bit too fast, also as someone else said healing would have been nice, but overall, that's a very polished and very finished little game, GG !
That was fun! I found the extra game of being motivated to keep heavier enemies on the lift to go down faster hard to keep in mind but engaging when I did!
The falling blocks were a little sudden--it might feel more organic if the warning shadows started small and grew to give me a sense of when they'd land.
I would have appreciated the ability to dodge or block--something defensive or ability to reposition. As it was my main defense was killing everything. Which is a good defense!
Managed to get 7365. The combat was really fun, but the fireball did so much more damage than the regular attack that I never used the regular attack. It might be nice if the regular attack had some other benefit, like possibly hitstunning any enemies you get so you can stop those big stompy guys if you're fast enough. I really liked the different "special events" that happened. Also, the stomping wave is defeinitely the worst.
Really great, complete feeling game. Awesome graphics, good feedback/telegraphs and good enemy variety.
Everything was super intuitive except for that heavier enemies caused the elevator to go down faster. I love that as a mechanic but it would be great to communicate it some way ingame. Even then, it's tough to keep in mind when there are so many units jumping on always. Maybe if there were some weight thresholds or something, the player could pick their risk level, so to speak and try to manage that.
Maybe I didn't get far enough, but I also wished there were some health pickups or something so that every bit of damage didn't feel so devastating, or some kind of shield/dash to make avoiding damage more reliable to make up for that.
really solid elevator combat sequence. these are always my favorite part of these type of games. the furthest i got was just over 19k on my first run, but couldnt match it again. the combination of stomp heads and robots got be too much for me. only complaint is that the melee felt pointless. it just felt smarter to always use the fireball.
Pretty good, the graphics are sort of really well done, the character designs are good, but there is something a little bit off about the pixel art, like maybe you are more used to traditional art than pixel or something. Basic gameplay is fine, certainly reminds me of elevator levels in many a classic beat em up, there is a good variety of enemies, as others have said the secondary attack is overpowered, probably just need a cooldown or something to avoid being able to use it so much. Nice overall level of polish with the tweening UI visual fx etc. For me the music loop got annoyingly repetitive pretty quickly, but having any at all for compo game is pretty good going. Solid
Comments22
I had trouble getting the Web version to work, but Windows version worked fine. The music was simple, but well suited to the game. It had a great look. Good work!
edit: I join the others to say that the WebGL version does not work for me either
The falling blocks were a little sudden--it might feel more organic if the warning shadows started small and grew to give me a sense of when they'd land.
I would have appreciated the ability to dodge or block--something defensive or ability to reposition. As it was my main defense was killing everything. Which is a good defense!
Everything was super intuitive except for that heavier enemies caused the elevator to go down faster. I love that as a mechanic but it would be great to communicate it some way ingame. Even then, it's tough to keep in mind when there are so many units jumping on always. Maybe if there were some weight thresholds or something, the player could pick their risk level, so to speak and try to manage that.
Maybe I didn't get far enough, but I also wished there were some health pickups or something so that every bit of damage didn't feel so devastating, or some kind of shield/dash to make avoiding damage more reliable to make up for that.
only complaint is that the melee felt pointless. it just felt smarter to always use the fireball.