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Triple Lasers

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A member registered Nov 11, 2014 · View creator page →

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Thanks for the feedback! I had expanded the pogo hit-time from some feedback before, but it probably could use a few more frames.

There actually was a map; M on keyboard or select on xbox controller. I didn't have a tutorial popup for it though, so easy to miss

(And the finals went well because I was grading them, not taking them =D )

I was wondering why so many people were doing eyes for this jam until you dropped the Nietzsche reference. Fantastic atmosphere!

Super fun PS1 shooter! Switching between 1st and 3rd person felt like a lot like early Metal Gear Solid. I love how both buildings had their own little secret upgrade.  I had the same problem as boqui with the invisible boss, but solved it the same way. Really great entry

Glad you got a functional build uploaded!

Art is nice, especially the main character. I wish there was more definition between the foreground and the background. It can be tricky to tell what's solid and what's not when you climb upwards. I also got stuck on the rat boss - maybe I missed an ability but his jump + swarms shredded me very quickly 

I'm getting an error when I try to unzip this:
Error 0x8096002A

Great job for a first game! More enemy variety would be fun, but the game flowed really nicely 

Really great art and sound design! I wish there was faster movement and some more iframes, but you can't have retro games without the hard gameplay.

I'm getting the same error sadly

How does this only have 2 ratings so far? This is great! PS1-style graphics, a great wall-hang mechanic, and clever level design. If I have to nitpick, the combat is very vanilla, but the movement mechanics are so good that I don't care

Agreed with Pandoria, both the art and the giant hammer are great! I just wish there was like, a slam attack with if you used the hammer while jumping. 

Art is great and I love that you even made an intro cutscene - I always want to make one of those but never have time. The room transitions was weirdly choppy though - sometimes a room just stayed dark even when I was in it. Hope you keep working on this!

The shaders and pixel art give the game a nice atmosphere. Gameplay is fun and I really liked how the minimap was unlockable. I wish there was a control list somewhere - I didn't realize I could attack until after I got the double jump! 

Also, hitting P crashes the game, something with the obj_Torret draw event. LMK if you want me to post the debug message

Tried to download via the google drive link- it takes me to a page saying Access Denied and saying I have to request access.  

Same issue as the others, can't play this on Windows. Hope it gets a windows exe because the art looks nice

I saw that bug one or twice, but wasn't able to narrow it down before the jam finished. Thanks for pointing out that plugging it back in helps, means I probably set deadzone when it detects a new controller but not if it starts with one. I'll go bug hunting soon!

Charming and unique setting. I hope you're amped to work on it more and don't run into much resistance developing because it has the capacitance to be great. (I'm not sorry)

Thanks for the comments! Yes, the double jump is the end for now. I overscoped as always and finals week meant I ran out of time; one of the rooms that you unlock with the double jump has a message saying it's the end. I think I know where you got the error, was it the top left of the temple area?

Changelog since Jam version:

UPGRADE CHANGES

  • Four new Upgrades - Iron Sword, Death Blossom, Greed Compass, and Denarii
  • Three Upgrades appear each level
  • Reroll cost scaled from +$5 per level to +$10 
  • Buffed Stonks to 15%
  • Bloodlust upped to 10%
  • Extra levels of Reflect give +1 bullet instead of +2
  • Healthy increases +3 max HP
  • Discount buffed to -2$ per shot
  • Stalwart now lowers fire & explosion damage
  • Loose change triggers much easier
  • Magnetic also slows enemy bullets
  • Aerodynamic pierces 1 enemy per upgrade
  • Shotbow and Heavy Bolts cost +$1 to shoot

GAMEPLAY CHANGES & ADDITIONS

  • Temple miniboss added: Archmage
  • Final boss added
  • Secret levels added
  • New and improved ending screen
  • Highscore is now saved
  • Explosions have shrapnel
  • Archers in the Cave shoot two bullets
  • Acid lingers for 1s less
  • Creepers always explode on death
  • Gremlins steal $50 instead of $20
  • Lots of other minor speed, range, timing, and drop tweaks

BUGFIXES & QOL CHANGES

  • Arrow Keys supported
  • Game pauses if you click off it
  • GUI resolution no longer resets to 2x when returning to menu
  • Music volume lowered ~25%
  • Bigger enemy-free area at spawn
  • Full-health reward does not respawn on reroll
  • Font no longer changes during first loading screen
  • Squish only works while rolling, not on any contact
  • Fixed Knockback only applying for 1 frame instead of decaying
  • Menu music no longer vanishes if you die in Temple

Version 1.02

- Fixed missing collider on level 16
- Lowered volume of 2nd song (Archives)
- Music properly crossfades between tracks
- Level Select properly grays out on first play
- Level Select and Pause are mouse compatible
- Fixed crash if you click continue on first play
- Restructured Level 20 so you can play with the Stop mechanic more
- Chimneys have smoke particles

Quick gameplay clarification that I didn't teach well in game:

Harvesters & HunterNexus must be built on asteroids, and will consume them to give you money / drones. The other three; Guardian, Repair Field, and Scanner, must be built in empty space. Have fun!