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A jam submission

NuclearoidsView game page

Shoot and smash atoms together! Save the world!
Submitted by RobotoHimself — 28 minutes, 18 seconds before the deadline
Rated by 0 people so far
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Nuclearoids's itch.io page

Link to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/1yfChkm-A21NyJgl5Z- B9G3wHQW72nuZrvZlwgMegFeU/edit?usp=sharing

Have you checked that your GDD is publicly accessible ?
Yes

Is your game set to public on itch.io so we can see it?
Yes

Summarize your game!
Nuclearoids is an arcade shooter about fusing atoms together in a nano-ship to generate reactor energy while fending off enemy nano-ships. The "world is watching" interpretation: The year is 23XX, the reliance on electricity has become too much for the now 20 billion population of earth. Scientists are forced to use the highly protested nuclear energy to support the needs of the world, though even that is still not enough. A new nuclear fusion technique was discovered by scientists that results in an outstanding 99.9% energy efficiency. The Quantum Reactor is under attack and the world watches in fear that if the reactor is destroyed then the world, no the galaxy, no the entire universe could come to an end!

Please explain how your game fits the theme.
Well, on some zoomed out macro-social level in real life there is much big talk abound with regards to things like energy crisis, population, AI, advancement of technology and dependence on it and such. The mechanics of the game don't necessarily have a "i am watching" or "I'm being watched" component, but this is our first game ever we're working on as friends so figured the loose narrative association around things that the whole world actually is paying attention to in some sense is how we see our game fitting the theme.

Did you use Generative AI to make any assets in your game?
No. CC0 credited websites, GIMP, and code effects

Is there anything you'd like the judges to pay particular attention to?
I'm gonna work towards lots of neat shader effect based feedback and visuals in the final game. Down the line we'll have vertex shaders and such for atoms smashing together, lasers flying past enemies, big booms sending shockwaves of distortion on the bg layer (a la Geometry Wars). But for now I'm proud of getting even just the hue shift shader working and synced up with the world atoms, HUD atom hint, and charge bar. It's my first time publishing a project, so the overall menu flow and capacity to switch between different game states even if they're as simple as a pause menu, main, scrolling text and such is a huge accomplishment for myself. And I know the little enemy spawn and state logic is meh, but I worked hard on making the boss at least a little fun, definitely what I've enjoyed play testing the most :p Thank you for hosting the jam and taking the time to check us out!

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