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I agree with you, having at least one more enemy type and some sound effects + music could’ve made the game a lot better of an experience. Sadly, I didn’t have enough time left (and was very tired too haha).

Not sure what you mean by “having a high chance of getting a weaker power-up…” – when you pick a perk, if you continue immediately without gambling, you get to keep the base perk. And the gamble odds are 50/50. But you’re right, there could be something done to the odds so they start off in favour of the player and keep decreasing as you gamble.

Thanks for the kind words and thanks for playing!!

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Never time left! I had such a long "nice to have" list :)

I meant as a random idea (no pun intended), you could offer something like 1% faster movement speed (99% chance of success), and allow me to gamble for 5% (80% chance),  10% (50% chance), etc., where missing loses the whole thing. That would heavily incentivize gambling once (almost guaranteed), and, I imagine, make folks want to push their luck. And avoid a coin flip to get super punished for wanting to explore a new mechanic you built!

Also, I'm curious, is the splash fx particles or sprites?

Ah I see what you’re saying. That’s an interesting take on the mechanic. It definitely incentivizes gambling. I’ll have to tuck this idea in my notebook for if I try to make a full post jam version of the game. Thanks for explaining!

If by splash you mean the enemy death and projectile death effects, then yes, they are particles.

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You're welcome! Yes, enemy death and projectile effects. How did you get shadows on the particles?

I’ll try explaining in Godot terms since that’s the engine I’ve used. The entire game has a ColorRect as an overlay and it’s got a shader on it. That shader is a modified version of this one: https://godotshaders.com/shader/2d-drop-shadow/

Ah, nice! Makes sense to do indiscriminate shadows of everything when you're going minimal! I didn't think you could apply a shadermaterial to a gpuparticle.