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Null Vector - a rogue-lite arcade game

A topic by OpticalOverride created 37 days ago Views: 104 Replies: 3
Viewing posts 1 to 3
(Edited 5 times)

Null Vector is an arcade rogue-lite game drawn with 80's style vector graphics.

The game will be releasing in August 2017 for the Oculus Rift and monitor.

About the game
It's a challenging permadeath rogue-lite. Fly and fight through rooms of random, uniquely designed enemies. Pick up components that augment your ship and weapon to better your chances of survival. How far can you pilot your ship?

Alpha Demo v3.0 released! https://opticaloverride.itch.io/null-vector

NOTE: The demo is in an early state for the Oculus Rift and monitor. While the game supports the keyboard, I highly (...highly) recommend using either an Xbox One or Xbox 360 controller as the game is a twin stick shooter.

Update 5/10: I have taken the demo off (for now) as it does not reflect the game in its current state. I am spending all of my time finishing the complete version of the game and having to update the demo to parallel the rapid changes and improvements I'm making is nearly impossible. I will hopefully be uploading the final demo sometime before or soon after Null Vector comes out in August. Thank you to everyone who tried the game!


Looks cool! I esp like the shadows under the objects.

(Edited 1 time)

Thanks! Yea I'm happy with the shadows, they were a pain to get right. It's hard to see in these GIFs but when the shadows overlap they sort of "melt" into one another instead of just layering, it looks cool but it took forever.. haha

A lot has changed in Null Vector, but first the most fun part: ship component chemistry.

New Weapon Chemistry

Every ship component now affects (and consequently is effected by) every other ship component. This means combinations like

- [Rocket] + [Ricochet] + [Homing Shot]
- [Laser] + [Homing Shot] + [Multi-Shot]
- [Multi-Shot II] + [Laser] + [Rocket]

Here's a GIF for an example ([Ricochet] + [Laser] + [Multi-Shot]):

Also, a short list of changes since the last post:
Change log:
- Warp Crytal game mechanic removed, Sector Portal always open
- Sector Portal room is now marked on the map and spawns 3 waves of enemies when entered
- Added a new resource (Crystals)
- Added the "Exchange" machine, produces random exchange deals to the player (2 HP for 4 Crystals, 1 Energy for 1 Ship Component...) that can be re-rolled for a cost.
- "Slow time" Energy based ability removed for now... still playing with the Energy based special abilities (insta-kill all enemies in the current room? reverse the direction of all enemy bullets currently in the room and make them player controlled?) Let me know if you have any ideas for a special ability that costs Energy to use!

Also, sorry for taking the demo down. Being a sole developer is hard enough (just creating this post and GIF alone has taken close to 2 hours). Creating a demo that parallels the huge number of changes and improvements that happen on a daily basis is simply too much, however I plan on having the final demo out around release time in August.

That's it for now, I'll be back soon with another update.

- Alex