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Hatrep

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A member registered Jun 12, 2025 · View creator page →

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There's also a humble city building system, but it's rather your global progression than another mode of the game. Building's upgrades cost coins and need some time to be done. No worries, it's not real time. Numbers on building means how many capsules you need to get for this upgrade to be done.

Campfire (Your slime):

This building defines which capsules you'll be able to gain for your scores. The more upgrades the rarier capsules you'll get.

Weapon shop (Orange slime):

You'll be able to buy weapons there or even doublers on high levels. By upgrading you're unlocking more items for sale.

Ability store (Pink slime):

There you'll be trained for new abilities. The only place where you can abilites for now.

There is no basic abilities, so you need to unlock them first. When you're playing with ability, you start gaining energy from sort of activities (Hitting enemies, deactivating traps, effects of abilities or weapons, etc.). You can activate the ability only if you have a full energy and you can't get more energy than your ability needs.

Common:

- Reload:

Energy: 6

You're reloading even if you're not grounded.

- God mode:

Energy: 8

For 4 seconds you can't be damaged and you don't need ammos for shooting.

- Meteorite:

Energy: 4

Instead of shooting, you'll become a meteorite with your next shot and fly in the direction of your tap until you'll collide with something. You can't be damaged while you're a meteorite. If you collide with enemy, you'll deal damage to them and gain 2 energy and 1 bonus score.

- Wind flow:

Energy: 5

You're summoning a wind flow for 8 seconds. This wind flow will push you and any bullet in its own direction.

- Zero gravity:

Energy: 4

You won't be affected by gravity for 6 seconds. It'll be ended if you'll try to shoot without ammos. (Also, don't use it while grounded, this way this won't work)

- Blink:

Energy: 2

You'll stop your impulse and restore 1 ammo.

- Dash:

Energy: 3

Your 2 next shots will be replaced with dashes. They won't spend your ammos.

(3 edits)

Common:

- Gun:

Ammos: 8

Comments: It's just a basic weapon, it only pews

Rare:

- Shotgun:

Ammos: 4

Shoots 3 bullets at once

Comments: Very obvious weapon, it just can't not be there

- Assault Rifle:

Ammos: 30

Shoots row of 6 bullets every tap.

Comments: Damagy weapon, but you pays with your mobility

- Sniper Rifle:

Ammos: 3

Every time your shot hits an enemy, your ammo will restore

Comments: One of the finest weapons for NoReloadChallenge

- Katana

Ammos: 6

On tap, instead of shooting, you'll rush in direction of your tap. When you unhold the screen, you'll stop and slash the area in front of you. If you're holding long enough, you'll perform a special circle attack that will reflect any bullet and won't spend your ammos.

Comments: Pretty skilly weapon

- Laser Blaster:

Ammos: 7

On reload, if you have a fully charged ability's energy, this weapon becomes Charged. In this state it'll consume not only ammos, but also energy for each shot. Charged bullets will explode on ending. When energy is 0, this weapon will return in its normal state.

Comments: By creating this weapon, I was just playing with game mechanics and trying to make some archetypes for builds of your weapons and abilities

Epic:

- Suriken:

Ammos: 18

Surikens deal half of damage and stay at their end position for some time.
On Hold: 2 ammos will be consumed and every suriken in room will transform into energy rays, dealing a full damage on their paths. Every touched energy ray will restore 1 ammo

Comments: This weapon deals the most damage in the game, but it's hard to perform well

- Laser Fists:

Ammos: 6

2 laser fists follow you. Your shots won't deal any damage, but one of the fists will follow this laser bullet, dealing damage on its way. When the laser bullet collides with any of fists, it'll explodes.

Comments: Another experiment, a weapon with non-damage bullets (actually, it could be a tentacles, but I'm lazy to write logic for such complex stuff like that)

- Pistol:

Coming soon..

Legendary:

- Laser Gun:

Ammos: 6

Everytime you gains energy, you'll gain also laser points, up to 3. You'll lose all of your laser points when you'll ground.
On Hold: If you have 1 or more energy points, the slime will jump and transform into a Mecha. You'll gain 6 ammos and 1+ level of Mecha for each laser points you have.
Mecha: You will get heavier and lose ability to jump off ground. When grounded, Mecha state will be ended. Upon gaining damage, you'll lose Mecha's level instead of HP. Every level has its own duration and after its time level will be downgraded. Level's effects are stacking.
Level 1 (3 seconds) - You'll get another pattern of shooting - 3 bullets in a row,
Level 2 (4 seconds) - You'll get a jetpack. When you're holding, the slime will fly and its rotation will be blocked.
Level 3 (5 seconds) - You'll get laser artilery - they'll shoot upon time a laser exploding bullets.

Comments: Yeah, it's my favourite  weapons if you didn't guess it yet.

- Evolution

Coming Soon...