Thanks!
Basil Termini
Creator of
Recent community posts
Thank you very much!
For the most part development went really smooth. I first got the fighting working for the player, then I created an intermediary 'brain' that provides the inputs for a fighter, and the inputs from the keyboard control the player's 'brain'. I really enjoyed doing the background art and adding the animation to the grass. Adding limitations like frame blending and 4:3 pixel scale to my rendering were fun challenges also. Working in the parallax was a bit less fun, mostly because the state that controls it was starting to get messy.
It got stressful at the end when I still had a lot of features to get in such as proper timed enemy spawning (the ! flashes, then an an enemy spawns). When working on a program with a lot of moving parts in C you really have to think about how to integrate new state machines into the ones already there, otherwise you'll turn really clear and elegant code into spaghetti by the end of the project, like I did.
Now, that having been said, C is my favorite language and I love the freedom and simplicity of using Raylib. I've used GameMaker, Unity, and Godot over the years, but I've learned that for me, simple procedural programming is the way to go (I also like really fast compile times).
Thanks! If I can get the 3310 development kit to work I might try porting it! To make the sounds for stepping I had to play notes really fast to make it sound like noise, but I know that the ring-tone maker on the 3310 was limited to 16th notes, so if I did make a port, I'd have to figure out if I can play notes faster than 16ths. If not I'd have to change some of the sounds.
The isometric aesthetics are great and I really the repairing concept, it felt like I was working towards something!
The diagonal movement is kind of tricky to control and I got confused for a bit here in the last level:
These looked like steps instead of jumps
Other than that I really enjoyed it, good job! (also there's a segfault at the end XD)
I'm a sucker for tycoon games and build-to-survive games, and this was unexpectedly both!
At first, I thought the slightly eerie music at the start was a bit out of place, but then – unexpectedly – zombies! I love how the game suddenly gets turned on its head, and the ability to upgrade the gun is a nice touch. Really great job!
This game has a ton of potential!
I took me a while to be able to judge the distance of one star to another in relation to the picture, but once I got the hang of it completing the constellation was really satisfying!
Obviously some audio would be nice and maybe tying some additional reward to connecting stars, like a slight speed boost. Overall, wonderful job though!
Nice choice of music and unique starfield background, great work! My high score is 171.
I like the challenge of no 8-directional movement, but one thing that might help in terms of gameplay would be being able to dash without holding down a direction, so you always dash in the last direction you were holding.
Also, for simplicity of control I would make WASD+Space also control the menus.
Thank you so much, Doom x Christmas is exactly what we were going for!
Development-wise we (clearly) spent more time on visuals than gameplay, so the difficulty is quite unbalanced, it's not you!
I'm really happy you like the music, I was really struggling to make it at first, but then suddenly I just fell into the 'Angry Christmas' swing.
As for the browser slowdown issue, try disabling any ad/content blockers and let me know if it makes a difference (I use Brave browser and Brave shields interferes with WebGL games).
This game is fantastic! It has the same fun creative energy as classic flash games from back in the day. There is an amazing amount of content here for a game made in a week, and every second playing through it is a pleasure! Intuitive controls, polished visuals and audio, great level design. Brilliant entry!
Pretty fun endless game, great work! I really like the back and forth nature of being on level ground to suddenly flying down a slope! I would recommend adding a timer so players know how long they lasted.
Also, to fix the arrow keys scrolling the webpage, I would add this block of code just after the function saveFileFromMEMFSToDisk() in your minshell.html: