You may not be able to dodge the incoming fire on hard difficultly - but you can shoot it down. Your bullets collide with the enemy ships bullets!
sdfgeoff
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<rant on>
There must be something I don't understand about Godot's multiresolution stuff. Godot seems tuned for making "pixel perfect" games, but as soon as you don't care about that, life gets hard. For example, all the sprites are rendered at 4x the required resolution for 1080p, so they should be able to look smooth and pretty on any modern display - but I couldn't figure out how to tell Godot to increase the resolution rather than scaling the viewport at a fixed resolution - and it looks like I shipped with the wrong setting on that as well.
<rant off>
Sorry about that, and if you know what I need to change to get multiple resolutions to work, I'd love to hear it.
Yup, I fully agree, the gameplay is pretty simple and boring: point at the other guy and shoot. Any ideas for improvements are welcome. (you can put suggestions here: https://github.com/sdfgeoff/wildjam8/issues/9 )
Yeah, the warping remains unintuitive to me as well. Fortunately I ran out of time to tell the AI how to understand it - so I guess we're all in the same boat. I guess us humans are so used to left/right and up/down wrapping!
The "1" button to shoot is with intention for when you have multiple people at the same keyboard. In that case, the person on the left tends to steer with the right hand and shoot with the left hand. But yeah, for single player it's a bit strange.
Fun fact about the audio: The lasers and explosions are sounds I made with my mouth and then played around with in Audacity. Yes, doing this was as fun as it sounds....