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Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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The player's aim in the game is to survive for as long as possible in the arena. In order to incentivize the player to take an aggressive approach for achieving this goal, a timer, which can only be increased by killing enemies, was introduced. Instead of a separate concept of health, the game directly uses this timer: successful enemy attacks take away precious seconds from the player, while kills add a bit of time.
Movement and shooting are the same action: there is no way to control the player's vessel other than by propelling (or slowing it down) with its own shots.
Shooting takes energy from a limited pool, leaving the player with no attacking capabilities, if they exhaust it. The player is not defenseless, however, as they can turn their shield towards opponents' projectiles and use it to replenish their energy pool: if a projectile hits the shield, it causes no damage and grants the player a bit of energy. The shield has a dual purpose for the player, since it both offers protection and gives a way to recharge their weapon. Additionally, since for the shield to absorb anything it actually has to be in a way of an enemy's projectile, the player is forced to take risks and potentially put themselves in harm's way in order to get back their ammo.
Game engine: Unity 5 Personal
3D modeling: Blender
2D graphics: Pinta, Spacescape (skyboxes)
Sound effects: BFXR (http://www.bfxr.net/)
Font: Ubuntu-R (Canonical Ltd., http://font.ubuntu.com/ufl/ubuntu-font-licence-1.0.txt )
Taras Denysenko (terrapass)
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