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bigspajeti

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A member registered Apr 16, 2018 · View creator page →

Creator of

Recent community posts

Very cool simple mechanic, with a lot of potential for interesting puzzles. Good job!

Nice game, frantically trying to press the right keys when the keys really popping off was fun. I wish you didn't have to use the F1-12 buttons though.

It's a really fun concept, and feels quite dense with content considering the 48h time limit. The controls are a little hard to control though. Well done!

Very fun concept of pressing buttons on the keyboard to move to that key. Well done!

I was a little confused because I originally thought I was supposed to collect the arrows, because the sfx made it seem like collecting them was a good thing.

It's fun and feels nice to play, but it's bit too easy, as I never had the control meter run out.

I quite like the idea of grappling to your enemies to move around. It would be nice if I could control where my tentacles go, and have a bit more range.

A fun idea for a mechanic, which is what I think game jam games should be. Well done!

Nice game! The music and the sound effects were all very nice and satisfying. I do think the dash attack was a little underwhelming considering the long cooldown and isn't very useful, so taking it away was not as interesting as taking away the movement and attack. Besides that, very well done!

This a very cool and interesting idea, forcing you to line up your shots well so you don't create too many bullets for you to dodge. I also really like that there are different planet colors. The targets can be a bit small and hard to see though, especially on the bright side of the white planet. The bullets are a little bit too fast and hard to dodge, but that could just be because I'm not very good at games. 

Overall, great job!

It's a neat idea, but I'm a little confused how to actually move these bots to build the wall thing. I think, with more intuitive controls or some sort of tutorial, this would have been a pretty cool game.

Hey, thanks for checking out my game! Can you elaborate what you meant by being unable to destroy keys? It seems to work fine when i try it. 

Are you talking about those white arrow enemies? Those were intended to not be killable, so that the player wouldn't sit in the middle of the screen and spam left click in all direction, though I can definitely see how that might seem like a glitch rather than a feature. 

The square enemies with keyboard buttons written on them was what I meant by "keys", and destroying them will assign that button to one of the keybinds that move left, right, up, and down. The keybinds for moving is written at the bottom. For example, destroying an enemy with 'G' written on it might cause pressing G to move right.

I probably should have made a tutorial that explained all of this, or put it in the description, or made it more visually obvious, but I kind of ran out of time, and I'm not sure if I can edit the description anymore.

This week, I worked on making some room templates to fill in the rooms. the blocks are dirt blocks, that will serve as destructible cover. I also improved the movement by having the diagonal movement be the same speed as moving in only one direction. I also programmed in getting hit by enemies. It's still a little buggy though.

I still need to add:

  • Destruction to those dirt blocks
  • A way for enemies to become aware of the player and begin attacking 
  • An energy/ammo system
  • Health System
  • UI for both of those
  • A way to move on to the next floor
  • Selecting mods to add to your guns

I haven't gotten a whole lot done over the past week, as I haven't had much time. This week, I've implemented a single enemy type that moves towards you.

I've also changed the artstyle, but it is almost certain to change soon, and implemented a system that generates a certain number of enemies every room in random positions. After this, to get a playable version of the game running, I still need to implement:

-Room templates to put in the empty rooms

-An enemy type that can shoot orbs

-Exit room

-Screen at the end of levels to select new mods

I think next week, I will work on making room templates

Procedurally Generating Rooms

Got some procedurally generated rooms kind of working. It's a little early on in the project, but at least it means I'll have something to salvage if I decide to abandon it.


It starts with a starting room, and then creates 4 walkers at that position that will then move in random directions, and creates a room at their new position. Every time it moves, it also has a chance to delete itself, so that not every corridor will be the same length. Then, for every room, I check if there is another room in all four directions, and create a doorway in that direction if there is. It could use a lot of work, but it does the job for now, i guess.

Hey, that looks pretty cool! The sprites are simple, but I really like them.

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Introduction

First time trying to keep a devlog, hopefully will keep me motivated to finish this game. I will be updating this every week or so.

My idea for the game is that you have two arm weapons you can shoot simultaneously, and you can add mods to them that will change their fire rate, damage, special effects, etc., at the cost of some sort of trade-off, and the more mods you add, the slower your movement speed. As of right now, I just have some basic movement, a generic sprite placeholder, and two distinct arm guns that I can easily add mods to that change properties of the arm guns. In this example, one of the arm guns shoots faster bullets, and the other arm gun rapidly shoots bullets.


but he did write the code that generates the levels though. Still, it's pretty good considering the short time frame.