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A jam submission

ZHEROView game page

Roguelike about a loser trying to end the world (this is a barely playable demo)
Submitted by ZHERODEV — 1 day, 14 hours before the deadline
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Comments

I've been looking forward to trying this one after seeing it in the thread, glad it made it in for this demo day! farthest i got was room 12

  • i like the main character design and story idea you posted in another reply
  • parrying is fun
  • is the sword supposed to do 1 damage? seems like it shouldnt be used since the pistol does 10
  • the aesthetic and visual effects are cool and differentiate the game from other top down shooters
  • first time firing the gun causes a stutter, might be instantiating a shader or particle for the first time which triggers a compile if you dont preload (see Federx's comment)
  • the slowdown on parry reminds me of third strike 
  • i wish the parry had a bigger hitbox , it feels like you have to sit perfectly still and not strafing to parry
  • chaining executions is satisfying but wish it  was
  • your sword and pistol do such pitiful damage after the first few rooms that parrying is the only meaningful source of damage
  • cleaning up the tanky thorn enemies after taking out the other enemies is  kind of tedious, they take so long to kill
  • the gun and sword feel pretty piddly right now, no screen shake or on hit sfx? maybe more powerful weapons should feel meatier

I love broken build sandboxes and your current progression cards seem like an interesting start so excited to see where this goes, especially as a top down shooter enjoyer. keep up the good work!

Developer(+1)

Wow thanks a lot for the input, sorry about the sword it's just a placeholder for now lol, i actually implemented the bigger hitbox on parry right after reading your comment and you're right! it does make the game feel a lot better to play, and yeah you're right that i should lower the HP scaling a little, either way i'm really thankful you played my demo, and thanks again for the input!

(+2)

When I died  I was still able to control and play the game as normal if I ignored the game over menu. Even managed to get an upgrade lol. 

The HUD disappeared for me after a few rounds. I'm not sure what triggered it.

Is it possible to exit the game? I couldn't figure out how so I had alt-tabbed out. Definitely want to implement that asap for a game that's supposed to be played in fullscreen.

There were significant shader stutters when no effects spawned when I first started playing so you definitely want to look into mitigating that somehow. A godot classic.

Some suggestions:

Have the heart hud have a recovery animation (i.e. its red color slowly climbing back up before can use) so players have a feel for how long they have to wait to dash again.

More dynamic splat effects and hit sparks. This is a type of genre that lives and dies on juice. I like the damage indicators you already have. The dash effect could also be a little more interesting I think.

Anyways it's very early but I like these type of simple action games so I'm looking forward to how this progresses. I like your cover art.

Developer

Thanks, also no it's not possible (yet!) and HUD bugs are plentiful, I kinda put the UI together super fast for this demoday, I just wanted to get something semi-playable out there haha. I'm definitely going to be polishing it a lot and fixing a lot of the problems you're experiencing. Hopefully you won't even recognize the game by next demo day!

(+1)

That is most definitely a hotline miami-like. Parrying is pretty cool, shooting works. I like the text in the background when you parry.

It looks interesting, but it's very early.

Developer(+1)

Yeah it is, thanks a lot for playing :D

Submitted(+1)

Very interesting stuff! I like the main character design lol, it's obviously very early in development. At the moment and for the most part it's working well, I wasn't able to lose while playing not sure if it was a bug or the intended way to play (being a prototype I mean), I just took damage but it didn't do anything.  Good work tho, keep it up! Smalls steps!

Developer

It's very buggy and early, thanks for saying it's interesting i'll keep it up!

(+1)

Won't comment on most of the obviously bad things.

-Most menus are broken in 16:10 (main menu, item selection). 

-Not much to it, but the parry feels satisfying to do, as well as leaping to finish the enemy off. Though, it's strange how you only finish off an enemy if they died from a parry. I guess cause it's like a teleport.

-I notice that moving the mouse outside the screen causes the camera to move out a lot more than expected, it looks like it just keeps going with no distance limit to the character(can move so the level and player is entirely off screen).

-Parry timing could be tighter, it's very easy to just spam RMB to do it. 

-I'm able to keep playing despite being dead, funny.

-Playing again, it seems like my HUD disappeared? Maybe from alt tabing or from clicking on the broswer while the game is open? The mouse isn't locked to the game. Also, I can walk through the doors on the top of the stage into the void while the encounter is ongoing, while the HUD is gone. The open doors block in earlier levels it looks like? idk it's odd

Fun for where it's at, keep up the good work.

Developer(+1)

Ahh Geez this is embarassing, thanks for the heads-up I'll try to fix those bugs, I'm really sorry about them

Submitted(+1)

the sword did not work for me. i tried switching to it with R, but when i press LMB nothing happens. the gun worked fine.
there seems to be a significant shader stutter when an asset is loaded for the first time. what godot version are you on? 4.4 should have significantly mitigated the issue. 
you should also look up how to create a "fake loading screen" to preload assets so that when they are loaded in game the shader cache is already compiled.
the gameplay loop with the roguelike skills seems entirely placeholder so there's not much else to mention

Developer(+1)

Sorry about the sword, it's placeholder for now, as for the roguelike elements, the items do work (atleast it's supposed to), thanks for the heads up about the shaders, I'll take care of it. And of course thanks for playing

Submitted

Tried it, it works. Not much here, but the basic gameplay is functioning, seems like a good start. I like the splash-art.  If you do not mind, give me a rundown of your intended story. 

Developer(+1)

People from various backgrounds and times wake up in this "Purgatory". Depending on who they are, what they've done, and how they're perceived they're capable of doing different things (It's what determines their combat style and powers). It's common knowledge that the one that ends this Purgatory is granted a wish. A girl that no one can touch, hear or see has decided to help you accomplish this task (She's making you come back to life over and over). People who stay there too long without a goal morph into creatures, or so you're told. The real problem is the people trying to stop you from ending the world, people who prefer the power and life they have in Purgatory, they're not interested in a wish, they're more interested in keeping the status quo, living in a world where they are powerful and king. You are way weaker than everyone else, because you're a nobody that accomplished nothing. Your only option is to fight your way through the Purgatory, getting stronger as people hear of your feats.

Also you play as a cynical misanthrope.

Submitted

Sounds like a good premise. I can imagine really enjoying your shit in a few demodays once some of the story is in. As for the main character, being someone who ideologically should be on the creatures side, the ones who do not want a wish but just want to maintain purgatory, what are his motivations? 

Developer(+1)

Thanks, if you're asking why is the main character trying to end the world, he's doing so not for the wish but just to prove a point, he's angry at people for treating him as less than nothing all his life, him "winning" against the people protecting Purgatory would making him prove to himself and everyone that he can be better than them regardless of what they think of him. If you're asking why people are trying to maintain the purgatory, it can be for many reasons, one of the bosses you'll have to execute (SPOILER WARNING:) will be a girl who's power is to give life to dolls and plushies, making them her family. She pleads for you to stop your crusade against the world and spare her and her friends, of course, the main character won't flinch and the boss fight will ensue. I hope that answers your question.