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"A great idea can solve multiple problems at the same time".
The game idea originally came from stripping down player input to the absolute minimum (movement) and then using the state of player inactivity for the mapping of additional action to happen (attacking).
But more than just doing two actions with one button, I noticed that many games only reacting when a player submits some form of input, I wanted to test whether the use of player inactivity leading to an in-game action would cause some form of cognitive dissonance.
Having that as a core mechanic, I tried to make sure that most game object that the player comes in contact with can be taken in the game serves at least two purposes. Here's an example of a couple:
- Reflected bullets do damage buuut also have the added property of destroying incoming enemy bullets and act as a means of advancing out of a pickle
- Crocodile enemies that spawn (on wave 3; after 1 min) do damage with their charged beams buuut also destroy all bullets and enemies to make space as spawn intervals get shorter
- Music helps build atmosphere buuut also raises pitch when player's 'blocking stamina' is low
Made with GameMaker Studio 2.
Libraries used: TweenGMS, exCamera
Music used: Superbyte by Azureflux [link]
Sounds made with Bfxr (<3)
Fonts Used: Arcadepix, Pixelsplitter
uhh I had my girlfriend do an announcer line
shoutouts to shirlee akazawa
aside from that ALL ME BABY IT WAS ALL MEEEEE
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