Thanks for checking out the game. I really appreciate it. I think that one may easily point out at least a dozen games over the recent years with the same style of graphics and atmosphere :). I never played Demon Tower but because of you have been checking out some playthroughs and it's pretty cool. I really must find the time to try night in the woods but at the moment breath of the wild has taken over my life :)
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Again!!! Thank you so much for all your efforts. The viewports are poorly designed. They are definitely too large for what is required and I might take the time soon to size them properly. However, they are required for the effect of the flames so I can't just get rid of them easily. As for preloading as much as possible, absolutely! I just have no idea how to do that :)
I did sleep a "healthy" 5h per night during the jam. However, I did quite a few tricks to simplify the assets. The only real labor was on the main character, for which I made a ton of sprites. The rest were super simple with 2 sprites for the monsters and a basic tileset for the environment. Music was also very short with 5 or 6 notes in total and a lot of repetition. Most of the time was just coding the interactions and making the levels.
Hi! Thanks for the report. I really don't know why it happens and I've seen it on some computers but not others. Maybe it's the particles initiating but I'm not sure. It does not change when going from 1 particle to 1000 particles.
A top-down shooter roguelike for the Godot Community game jam.
Help Theo find the Skrolls of Thermos using only a shield to deflect enemy projectiles.
This is a top-down shooter roguelike game made in about 72h for the Godot Community gamejam. It's mechanics are based on using a shield to deflect ice or fire bullets on a kind'of pong of death scenario.
Good mechanics and would be very interesting to see a more polished version. I really like the zooming in and out with velocity. I might try to use that in the future. Unfortunately I failed to find easter eggs.
Hi! I tried it again with F11 and it is much better. So here are 3 suggestions:
1. Include F11 instructions somewhere very clear in the game
2. When switching to full screen mode, it is probably a good idea to keep the scaling. Otherwise the visible areas in window mode and fullscreen mode will be different
3. Add some flocking mechanism to the enemies. Otherwise they just cump together,as in the screenshot below
Other that those, good work!
A good entry! Also impressive that you managed to squeeze in configuration settings. But the mouse control is not particularly easy on a windowed game. I kept having to go back to the window because of accidentally clicking outside it. Would it be possible to have a full screen version?