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The theme is Dual Purpose Design.
In Foxrush you way of attaking is using a dash, that moves you forward. This allows the player to attack the enemy while also moving out of the way of incoming attacks. Dashing into an enemy does damage, gives points and starts combos.
Dashing also charges your "charge" bar, which depletes over time. Combos finish when the player is hit by an enemy or when the charge bar is emptied. Filling your charge ball fully will leave you in a state of "Overcharge" and start filling your "overcharge" bar.
While you are in overcharge you gain a shield. The shield allows you to take one hit without dying, makes you unable to dash, gives you a boost to your normal speed and starts an enemy projectile attack. If you're hit while overcharged you will survive, both bars will be emptied and you will eb able to dash again.
If you manage to fully charge your overcharge bar you will attack with a thunderstrike that damages the enemy, finishes combos, gives you points, depletes both bars, takes off the shield and enables dashing again.
Unity 2017, Anima2D.
Developer & Music: Nahuel Gladstein
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