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(+1)

Feels like an isometric metroidvania, and the style was cool as well. 

Was the second gun supposed to bounce right back at us instead of in an angle to the collision point? It felt more like a boomerang this way but I was expecting a ricochet due to the bullet sprite. :D

Yep that was pretty much the idea of having it a bit metroid vania like, though the enemies were supposed to have a bit more fleshed out evolution system but i had to simplify it cause the one i was trying to make caused crashes and i didn't know why so i moved on.

The bounce gun was supposed to have actual ricochet trajectory but i couldn't figure out how to do that, so i just made it bounce back to get close to what i intended in hopes that it would still be fun to have a bullet that could do multi kills when bouncing between enemies and wals etc..

Glad you liked it despite the falws though, thanks for your comment :)

(+1)

The answer to that can be a bit more simple. I had done a pong clone before and checking the code this might be useful:

var collision = move_and_collide(velocity)
if collision:
             direction = direction.bounce(collision.normal)

Thanks for the help :)

 i'll have to check that, cause while in the jam i did found a couple of tutorials but they used RigidBodies for the projectile physics, and mine here are Area2D so i'm probably gonna have to rework the bouncy shots entirely to make them work as intended :p