Thank you! Im planning some more levels and a little lore for the little buddy :3
Teyo
Creator of
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Thank you so much for the feedback! Im glad you liked it.
I tried my best to add more juice to the game. I hesitated a lot in changing the bullet speed so thank you for the feedback. And yeah, some stuff had to be cut due to the time limit.
Also thanks for the tip on the lighting on bullets, tho i have a reeeeeeally bad pc so I can only make games in compatibility mode (In godot) and some lightning stuff gave me a lot of crashes or they didnt even work. Hopping to put that in practice in the future!
Im sorry to hear that! Will be putting more focus on controls accessibility in the future!
I use Godot engine, for the time being I can only use the compatibility mode because I dont have a good machine.For the pixelarts I used Aseprite my favorite program. Bought it like 6 years ago and started doing some art with it since then.
I started as a indie developer maybe a year ago making some little games that I didnt even finish, firstly to learn the engines, I have used Unreal, Unity and now Godot. I just started participating in Jams since the previous MicroJam. But I really started creating game projects since 2010 doing little scripting things for other games or making silly stuff for me and my friends. In university I did some little multiplayer games for a class and even made a VR experience with Unity.
With more time I would really spent it making better pixel arts and SFX. For this Jam I tried to learn how to handle enemy behavior so i sure would like to improve that aspect. Maybe add some more levels and because i ran out of time add cinematics or other kind of stuff that tells a story for the game. If a had like a month to make this game I would completely make it differently in terms of using better practices, accessibility, just a completely script overhaul.
Due to the time limit I couldnt expand on the idea too much. I really like Metal Slug's gameplay so I tried to challenge myself to learn and do something similar in the time frame. I really love pixelart and the aesthetics it can bring so I always do some brainstorms the firsts hours of the jam so i can bring the theme to the game. I really like planning the games before starting them so I dont fall in scope hell.
This weekend I had a little more time than others, exept for saturday. But my main focus was to make the game in the small scope given to test myself, learn new things and for finishing projects that for me in the past was really difficult. As I sad before if I had more time I would build the game probably completely different. Even if a game made for a game jam turns out really good and wanted to expand it, a great advice is to make it from scratch so you dont fall in this thing called "Tecnical Debt".
Maybe after the Jam ends I will update this game to support more controls so you can try it!
Hey there thank you for the comments. It was a hell of a ride doing all the parts but I enjoy it all. Im proud how i planned things tho some things i wanted to add or modify were cut short for the time limit. The controls were one of them and yeah I really feel its hard on its own. I feel is like a game you have to give some tries to get the hang of it.
Thank you very much! Im still figuring out a good controls layout, I went for a more classic ish style but i surely could had added some other controls. As for the difficulty yeah the scorpions turned a little bit clunky and can be dodge (Fun fact, I wanted to add a easter egg for completing the first level without killing any enemie but i fell short of time). Overall yeah i think theres a lot to improve! Ty