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A jam submission

TD2SView game page

Top-down-something-shooter
Submitted by kurt_c0caine — 1 day, 15 hours before the deadline
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TD2S's itch.io page

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Comments

Submitted

I built a supergun that bounced and made a thousand mini bullets which made me to level 17 and killed a million space ships. I love the idea of building your spaceships laser gun with random upgrades dropped every round. The system you have works very nicely apart from some upgrades being a bit hard to understand / vague and the upgrade system was also a bit vague and it seemed like it didn't do anything for some upgrades. I would love to have more stats shown for the spaceship as some upgrades referenced stats that weren't shown. The ships moves at a good speed that is very appropriate for  bullet hell and the trail helps locating him so good job on that. The game looks awesome and didn't have a stale moment. What are your plans going forward for this game?

Developer(+1)

Right now I'm rolling back the change that makes player's bullets darken when they're close to player's ship(this change is not published on itch). It was meant to make player's ship more visible, and it worked, but it didn't look that good, and caused performance to decrease. Then I'll look into alternatives, like making player's bullets darker, disabling additive blending, making player's ship brighter, etc.

After that I'll start working on major planned features:

  1. Weapon test mode. I thought about adding it, and a lot of people requested it as well, cause sometimes you don't know how exactly your modifiers will affect your gun, and you need to try it out without risking getting killed.
  2. Enemy preview. I thought about limiting the types of enemies that spawn during the level so that the player can plan ahead and build the weapons to counter them and enemy preview screen would show the enemies that are going to spawn in next level.
  3. Challenges. To mix it up every now and then the game would give the player a chance to complete a special challenge level, which is harder, but gives special rewards, that cannot be procured normally.

Yeah, I think those are all major features. There're also minor things, like new modifiers and enemies, extra sounds, indicators, which show how ready an enemy is to attack, etc.

Submitted

Sounds awesome. Best of luck and see you next DD!

(2 edits) (+1)

I always have fun playing this game. I have no idea why, I just zone out while playing.

I like the new enemies and the variety they add. Also the modifier seem more refined now. While playing though I accidentally found out that the modifiers that I thought were the worst in the game become very important for a broken build. I mean the wall bounce and the extra life time modifier, they allow stuff like this to exist: The radiation build.


All the bullets lasted a very long time, bounced all over the place and pierced enemies, so I didn't even need to aim and everything died on its own after violently shaking for a moment. The only thing I had to worry about was figuring out where was my ship. I eventually died to a cluster of bombs spawning right next to me taking my HP from full to 0. After dying the remaining bullets on the screen killed all following waves, finished the level and then started a new level where they kept killing enemies. All while the screen still said "Game over". It was hilarious. I wanted to make a video to show to you but the compression would have killed it.

I think all cyan and green modifiers are really not worth taking. They cost too much and do too little,  except the bullet destroying modifier which I should have used. But still, 10 energy feels excessive.

Developer(+1)

I just tried it out and... damn, you're right. Even though I have three enemy types that are supposed to punish the player for shooting carelessly, it still works. Well, I was planning to add another enemy that's even more brutal that the existing three.

As for cyan and green modifiers, I would probably disagree. Freeze is useful against pretty much all enemies, cause it not only makes their movement slower, but also reduces their firerate/spawn rate. Fire is good against enemies with lots of health and armour, cause it deals damage for quite some time while completely ignoring armour. Acid could probably use a buff, though. Also if an enemy spawns "children", all of them will be affected by status effect of their "parents".

Exp is good by itself, cause it deals a lot of damage, especially when combined with Co. But what really is a game changer aobut it is that the modifiers that you put after it will only affect the shrapnel it produces, so you can have homing shrapnel or shrapnel with tons of damage without worrying that damage will reduce your gun's firerate. Similarly with Tra, but it needs a bit more additional mods to really shine, cause bullets it spawns have no speed. Maybe I should increase its spawn rate.


Anyway, thanks for playing and leaving feedback, I'm glad you enjoyed the game.

I will give EXP a try next time. It is just that the bulk of the damage comes from red modifiers which are costly (SCA, DA, FI). With the three of them very little space is left for green/blue modifiers. Though I haven't experimented enough, I found the build I posted earlier by chance after a run where I didn't get a homing modifier and was hurting for extra damage.

I tried TRA a bit but the static bullets were useful only for enemies that chased after me. Everything else kept its distance or got pushed away by the main bullet's impact, so the trail just dissapeared without damaging anything. 

Submitted(+1)

the movemetn is real smooth and building guns is fun 

only complains is that by the later levels the background and your own bullets get way too distracting, hard too see whats going on

Developer

Thanks. The hard-to-see is a known issue to me, but the measures I've taken to mitigate it have been ineffective so far.

Submitted(+1)

Super unique and interesting game. I had a blast designing my guns. It's clear that a lot of thought went into figuring the customization out and it shows - everything with that section is rock solid and I can offer no feedback that I think would improve it, just add more modifiers.

I found a couple of issues with other aspects:

-The damage sound is much louder compared to the fire sound, it was a bit annoying. It kinda makes sense since you want to alert the player, but it could get toned down a bit

-Lack of an options menu hurts , especially considering how nice and thoughtful the customization UI is

-The player projectile are homing - maybe as a result of a modifier that I missed, but what ended up happening is I would just spin in circles and not control my ship's orientation, since the missiles would go for the nearest ship. I think that takes away a skill portion (aiming) from the game

-Difficulty curves - for me the hardest part was as soon as the enemies spawn, since you'll most likely be surrounded. The level then becomes much easier if I survive the first second or so of the wave. 

-Sometimes the ship wouldn't be distinct enough from the background or surrounding enemies (or both) and I'd lose sight of it. Might be an issue on my end more than anything since it's late at night and I'm blind as fuck

Everything else is stellar, especially the nice presentation with the backgrounds and enemy design

Final score: Need a techno soundtrack and you've got a winner / 10

Developer(+1)

Hey, thanks for detailed feedback!

  • Yeah, I could make that sound a bit quieter.
  • What options would you want to see? Except for sound and music volumes, of course. Cause those are planned features.
  • Yeah, that's the result of "Ho" modifier, but it's fairly rare, also later in the game you get enemies that punish you for thoughtlessly spamming bullets.
  • I don't really know what to say about this.
  • Yeah, I know that issue. I also think I have a new idea how to fight it.

Anyway, thanks, I'll play your game a bit later.

Submitted(+1)

very cool love the way the background changes around the character looks cool and keeps the player model focused.  seems like a solid base for a game to me maybe adding a way to reroll loot into better loot like in vermintide would be cool or being able to find parts for the ship.

Developer

Thanks. How far did you make it?

As for re-rolling, I was thinking of something more like challenge levels, which would grant you vouchers that can be exchanged for modifiers of your choice.

Submitted

I think I made it to level 15 brother, challenge levels seem like a better idea to me less like a loot box how it is in vermin tide more like taking on an extra boss  in a rogue like game .

Developer

"Brother"? Are you a muslim by chance?

Submitted

no lol just a habit I picked up  

Submitted(+1)

I made it to level 33 and the gameplay is very fun and addicting. The game's visuals are appealing and I like the little details as well such as the background reacting to the player. The challenge is there and at no point did I feel it was too hard or easy. The mechanic of mixing and matching modifiers is great especially the part where upgrading modifiers can allow you to save on the cost limit. Finding fun combinations such as rapid fire to take care of hordes or a slow, homing missile that can two-shot enemies is great and specific enemy types (like the orange ones that spawn bullets on death) makes you think twice before shooting at the enemy spawn. More modifiers would be fun to see.

The modifier list is great with different colors to distinguish types. Because of the colors, it wasn't a big deal scanning through the list but a sort feature could be helpful. Also, having certain buttons to auto remove modifiers from guns or the crafting slot (like a right-click) could speed things up, but clicking and dragging was barely an issue.

Developer

Level 33? That's pretty good! The furthest I myself managed to make it is level 40, and I'm planning for it to have 50 levels in total.

As for more modifiers, I've already got 18 of them, and I'm running out of ideas. I'm planning to add one that creates explosions that deal damage in an area, instead of shooting fragments, and another one that lets the player guide the bullets with the mouse.

Removing them with RMB is actually an excellent idea.

Thanks for the feedback!

Submitted(+1)

Movement is really fast and it's fun to try out new upgrades. It also starts to get lots of bullet spam very quickly and it's fun. Good game.

Developer(+1)

Thanks! I played your game as well, but I'm afraid I didn't find it as enjoyable.