Thank you for playing, FPS issues will be resolved after the game jam so I do apologise! Glad you enjoyed the sounds!!
kier7744
Creator of
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Thank you so much for playing!
The whole code is available on github, you can see the torment I put myself through for 3 days 🤣
I am building on v1.2.0 over the next month or so, so that I can actually include better graphics, different enemy types, bullet types, actions and movements. Also building a score board, but that is proving difficult lol
Prolly shouldn't be doing this alone hahaha
Appreciate your feedback!!
Thank you for playing!!
Python is my primary coding language, so learning pygame was pretty straight forward, but as I'm new to game development, I was really worried about submitting this, and everyones comments have been so nice!
Feel free to check out the source code, you can see the absolute hell I went through to achieve this without an engine haha.
Also I appreciate your feedback and have added it to my enhancement project for the next version!!
Glad you like the enemy movement, and I really value your feedback!
I am currently in the process of working on movement animations, and next week, I will begin working on 1.1.0, which should include the following:
Score Boarding:
- Allow players to use a unique username tied to a player_id for score tracking.
- Create a leaderboard to showcase top 10 players.
- Create a view leaderboard button on the start screen, and showcase leaderboard on player death.
Power-ups and Levelling:
- Add additional power-ups upon enemy defeat.
- Implement new player-perks upon levelling up.
- Introduce new enemy variations as player levels up.
- Slow down XP gain each level up.
Enemy Health:
- Implement a health system for enemies.
- Create death animations for Enemy & Player classes.
Enemy Variation
- Create different types of randomly spawned enemies with different difficulties.
- Enhance the variety of enemy sprites, movements patterns, and shooting behaviours.
Hi Aletuno,
The rationale behind the existing ammo regeneration mechanism is centered on enabling ammo replenishment exclusively through perk pickups or upon reaching 100 experience points. This design choice aims to introduce an additional level of challenge to the game, encouraging players to prioritize evasion and accuracy over continuous rapid firing.
I am however going to be changing this when I introduce enemy variations, and bosses. Also, I really like the idea of mele as a right-click option, and might introduce this over the next few days!!
Thank you so much for playing!
Hi Christian,
Sorry to hear about the FPS :(
The games default is set to 60, so I am unsure as to why yours was considerably lower.
I haven't tested the game on safari, but I will try this later on this afternoon and see where the issue is coming from, I am new to game development, so this might take me a hot minute to sort, but I have added it as a bug and will try my best to fix this!
Thank you for playing! :)
Thanks for playing!
I was going to make ammo regen as a slow timer, but decided that getting the player to reserve their ammo, and focus on picking up ammo perks etc, added another layer of difficulty to the game. However, when I add bosses and levels, ammo regen will be time & progression based I think :)