Hack and Slash! v1.1.0 - Toast Studios banner

Hack and Slash! v1.1.0 - Toast Studios

42 devlogs
173h 0m 6s

A 2D dungeon-style roguelite about, get this, hacking and slashing. You, the protagonist, must traverse through hordes of monsters from level to level to free your world from a horrible darkness. Pave through waves of enemies, customize your chara…

A 2D dungeon-style roguelite about, get this, hacking and slashing. You, the protagonist, must traverse through hordes of monsters from level to level to free your world from a horrible darkness. Pave through waves of enemies, customize your character using perks and accessories, find secrets and storylines, and extinguish the evils!
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Play the demo of the game below!
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  • ENGINE: GODOT
  • SOUNDS: ULTRABOX
  • VISUALS: KRITA
  • VIDEO EDITING: OPENSHOT
Demo Repository

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Giovanni Nodal -  Hackclub ZRL Santa Meet and Greet Coordinator

Shipped this project!

Hours: 17.41
Cookies: 🍪 518
Multiplier: 29.77 cookies/hr

The final release of Hack & Slash is here! This will be the final major update, with everything proceeding it including bug fixes and minor patches.
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This game is a passion project of mine that I’ve held for the past few months. It’s a simple and intuitive 2D voxel-based roguelite, with a variety of levels, secrets, and perks. Toy around with it, and spend a good moment - there’s some good stuff hidden in plain sight!
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Extremely proud of the way my project was directed, and I could only wish of learning Godot better to make this project more time-efficient.
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Enjoy!

Giovanni Nodal -  Hackclub ZRL Santa Meet and Greet Coordinator

⚠️A MESSAGE TO ALL VOTERS!⚠️


Welcome to Hack & Slash! Based on my previous shipping experience, I acknowledge the unavoidable and inevitable fact that some may be unable to run or play my game to the fullest. As such, use any of the following to your discretion:
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WEB GAME EXECUTABLE: This is a web-based port you can play from your browser (best for convenience) https://butter-toast1134.itch.io/hack-and-slash-v100
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DESKTOP GAME EXECUTABLE: This is an actual .exe file you can run to play the game from your desktop (best for performance) https://drive.google.com/file/d/1hNFAR63ZiRFLxDY0deZ-x95yvPkycULJ/view?usp=sharing
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COMPLETE GAME SHOWCASE: If both of the above fail, there’s a full game showcase on the official Hack & Slash YouTube channel for you to experience. https://www.youtube.com/watch?v=Y_C-e_WyhY4

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Giovanni Nodal -  Hackclub ZRL Santa Meet and Greet Coordinator

UPDATE #38: OFFICIAL YOUTUBE CHANNEL + LAPSE STARTUP


-created an official YouTube channel for Hack & Slash, https://www.youtube.com/@hacknslashofficial

  • pfp based on the Toast Studios logo
  • fit with its own banner, description with links, and a short about me

-posted a walkthrough of the entire game on the channel

  • shows the menu screen and its sections, both secret levels, and all three normal levels
  • timestamps, proper description, and basic editing

-began compiling all of my out-editor work into Lapse

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Giovanni Nodal -  Hackclub ZRL Santa Meet and Greet Coordinator

UPDATE #37: NEW ENEMY: THE LOOMER


-added a cavern-exclusive enemy, the Loomer

  • another close relative of the Locust and Loser
  • looms on the ceiling and periodically shoots down eye plasma balls, deals one damage
  • has a chargeup and blast visual
  • unique sfx and tweenimation for discharging

-added lantern decorations throughout the caverns

  • simple props, nonfunctional (have an extinguished candle inside)
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Giovanni Nodal -  Hackclub ZRL Santa Meet and Greet Coordinator

UPDATE #36: LEVEL 3, THE CAVERN


-added the third level of the game, based in a cave

  • unique tilemap additions with new background tiles and new stalag/acmite tiles
  • new background music and thumbnail on the level selection for it
  • paced to be a lot more cramped, with tons of enemies close together in clusters

-reworked all background music players to (hopefully) function on itch.io

  • used signals to loop tracks instead of the Looping parameter
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Giovanni Nodal -  Hackclub ZRL Santa Meet and Greet Coordinator

UPDATE #35: SECRET STUPID LEVEL


-added a stupid knockoff level to the game, accessible by clicking the protagonist icon in the title screen

  • has a bootleg version of the menu screen, horrible UI
  • entering the game becomes an extremely distilled, temu version of Hack & Slash
  • all textures, background music, movement and mechanics done horribly
  • stupid goofy pirate in the corner, and new “health bar” and “pfp”
  • essentially a glorified platformer

-added a unique congratulations message when finishing the bootleg game

  • two different versions, a crowd cheering and a freaky ahh congratz

-fixed a minor bug in the main game where the loading screen would not disable any of the menu buttons

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Giovanni Nodal -  Hackclub ZRL Santa Meet and Greet Coordinator

UPDATE #34: VOTER FEEDBACK CHANGES


-added splash text to the menu screen

  • 30 unique messages containing various references to popular media
  • silly rotating tweenimation

-added “tutorial” panels inside the permaperk shop and beginning of the game

  • permaperk shop: briefly explains the shop, navigation, how to earn coins, and what to buy it from
  • game: displays the control UI again

-minor background sprite changes
-minor bug fixes involving music not lopping properly

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Giovanni Nodal -  Hackclub ZRL Santa Meet and Greet Coordinator

Shipped this project!

Hours: 155.59
Cookies: 🍪 4411
Multiplier: 28.35 cookies/hr

Hack and Slash is a 2D voxel/pixel roguelite. The game revolves around the Protagonist clashing their way through hordes of enemies to make it through levels using a variety of perks and class setups.

Starting with literally zero coding experience and only a history of art to my name, I managed to create a sizable and complex fighting game. I’m proud of the complexity and progression I established for the game, which I believe is distinguishable from a lot of other fighting games I find on here. Inexperienced as I was, I managed to pull through with a genuinely entertaining and moderately challenging game - a fighting game I’m truly amazed at!

Likewise though, this game was a nightmare to produce at the beginning. With such little expertise, Godot proved challenging when I had to learn how to optimize my game and perform complex logic using systems of variables. Optimizing my game meant finding a way to reduce processing the hundreds of enemies I had created and mashed into one scene, and using any form of complex logic seemed impossible when I barely knew how variables work.

But in the end, I pulled through the hardships and made my first masterpiece. Enjoy!

Giovanni Nodal -  Hackclub ZRL Santa Meet and Greet Coordinator

UPDATE #33: PRE-PUBLISH POLISHING


-added a Hack and Slash boot splash screen, no longer shows the default Godot bootup

  • Toast Studios, hooray!11!

-added a Level Select screen when clicking play, now has the option to play either Level 1 (the funni forest level) or Level 2 (the funni trolley level)

  • unique tweenimations and select visuals, turning colored when hovering

-added a new achievement: Self Destructive

  • achieved by dying to one of your own permaperks. Only obtainable by having the Lifesteal or Zeus charms equipped.

-updated the background footage in the main menu to match the current Level 1
-updated the achievement icon to be a medallion instead of a book
-completed Level 2’s map
-minor bug fixes with the permaperk system

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Giovanni Nodal -  Hackclub ZRL Santa Meet and Greet Coordinator

UPDATE #32: CRATES AND BUSHES


-added interactable environmental objects: bushes and crates
-bushes are a variety of slashable shrubbery that explode into leaves and, infrequently, coins

  • unique slashing sfx and particle bursts

-crates are a stackable and breakable box that explodes into wooden fragments and, infrequently, coins

  • unique breaking sfx and particle bursts

-patched a bug where slashes ignored loser iframes

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Giovanni Nodal -  Hackclub ZRL Santa Meet and Greet Coordinator

UPDATE #31: ADVANCED PERMAPERK SHOP


-continued development of the permanent perk shop

  • reworked some of the pricing and original item stats

-added 6 new items: Advanced Combat Guide, Rapier Hilt, Sandpaper, Crooked Elixir, Wonder Drug, and the Red Marvel

  • ACG directly upgrades your sword attack
  • Rapier Hilt reworks attacks to be longer but one-sided
  • Crooked Elixir is an ultra-defensive lifesaving elixir, giving a shield and pseudo-revive
  • Wonder Drug gives you an activatable adrenaline rush
  • Red Marvel gives you the ability to dodge attacks

-added 2 charms: Zeus and Omnipotence

  • Zeus is a fast-paced ultra offensive charm. Highly rewarding, but equally dangerous
  • Omnipotence is a mellow defensive charm making all enemies slightly weaker

-added a little player icon in the top left, and a coin counter in the bottom right

-added the coin pickup

  • unique spinning animations, appear and collect sfx, and pickup tweenimation

-added coin obtainment methods

  • Bats have a 5% chance to drop a coin
  • Dagger Dudes have a 7% chance to drop a coin
  • Losers have a 10% chance to drop a coin
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Giovanni Nodal -  Hackclub ZRL Santa Meet and Greet Coordinator

UPDATE #30: PERMAPERK SHOP


-added a game shop with permanent accessories in it

  • all items can be purchased using coins collected in-game
  • unique button added for it in the menu with a lil market button
  • items found on the left shelves, stats to the top right, and current equipment and balance in the bottom right.
  • three different sections: attack items, defense items, and charms. can be scrolled through
  • allows for permanent game progression and class diversification. can only equip one charm and one item at a time.

-added 3 charms: Onyx, Chance, and Lifesteal

  • Onyx oriented towards kill count, offensive item
  • Chance oriented towards luck, offensive item
  • Lifesteal oriented towards kill consistency, defensive item
  • charms are intended to be extremely rewarding, but also punishing if not used correctly

-unique sfx and vfx when purchasing items or charms

  • flurry of coins when buying, price goes down and fades off

-menu buttons now have hover sfx

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Giovanni Nodal -  Hackclub ZRL Santa Meet and Greet Coordinator

UPDATE #29: DEATH SCREEN + AESTHETICS


-added a death screen in place of an instant retry

  • has a section that tells you what you died to
  • retry and return buttons
  • unique lil “you died” header with subtle animation
  • cuts down distracting music

-all buttons now have subtle interaction effects

  • clicking noises and small tweenimations when hovering over them

-completely reworked the loading screen system

  • removed loading message, and placed the animation in the bottom right corner
  • different loading screens when transitioning between scenes - a fade and a curtain

-Locust encounter slightly reworked

  • attacks are now more frequent and aggressive
  • tiny detail of Locust rising up in the background
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Giovanni Nodal -  Hackclub ZRL Santa Meet and Greet Coordinator

UPDATE #28: LEVEL 2 + THE LOCUST ENCOUNTER


-began development of level 2, takes place in an ethereal sky city

  • new decorations, new parallax backgrounds, and minor tilemap changes

-added a new environmental object: the trolley

  • takes you across large expanses via rail lines
  • unique boarding and halting sfx, as well as a visual smoke “screech” when beginning to stop
  • has a silly little light on the top left that visually triggers when stepping in
  • camera fixates when stepping into the lift, and jumping is disabled (or else you’d fly off!)

-added a new enemy: the Locust

  • flying pest with an eyeball, horns, and a thirst for blood. close genetic relative of the Loser. travels in hordes among the sky, looking for prey
  • drawn to sky trolleys, will begin pursuing and attempt to “snatch” individuals inside the trolley
  • implemented them in the Locust encounter, where entering a trolley will alert nearby Locust to your location
  • sweep across the screen, warning sfx and vfx when attacking

-fixed a major bug where bats would slide across the protagonist
-fixed a small bug with the protagonist death visuals

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Giovanni Nodal -  Hackclub ZRL Santa Meet and Greet Coordinator

UPDATE #27: AESTHETICS


-all enemies now flash white when killed

  • brief visual effect that fades off swiftly

-added birds in the background

  • periodically appear, typically every 15-60 seconds
  • slowly flap in the distance, sidescroll along with the parallax background

-the Loser enemy now blinks at moments after being hit

  • periodic blinks every 1-6 seconds
  • stares you down like a chud, still acts like a pest

-added more tilemap changes

  • dirt now has occasional particles sticking out, giving it a “soil” feel
  • grass along the maps now have occasional patches of dirt

-all game text now changed to the Monogram font

  • removed any inconsistencies in the fonts
    -made font sizes more uniform across UI

-minor bug fix with bat death particles being positioned incorrectly

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Comments

moonbase13579
moonbase13579 about 1 month ago

impressive

iris
iris about 1 month ago

woaw,!! looks really good

Giovanni Nodal -  Hackclub ZRL Santa Meet and Greet Coordinator

UPDATE #26: ACHIEVEMENTS SYSTEM + AESTHETICS


-added an achievements system with 10+ unique names, challenges, icons

  • accessible by a new Achievements button in the menu and in-game
  • becomes opaque and shows a CLEARED sign when completed

-added an achievements popup when completing an achievement

  • brings down a tab that can be clicked to pull up the achievements screen
  • shows the achievement (or hardest of them, if you get several) and it’s icon
  • unique tweenimation and sfx when popping up

-remade the Return button and added an Achievements button in-game

  • both are now tiny buttons with icons
  • return button is a door and arrow, achievement button is a book
  • unique hover animations

-added an afterimage to dashing
-added a loading screen animation

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Giovanni Nodal -  Hackclub ZRL Santa Meet and Greet Coordinator

UPDATE #24: HIGH SCORE SYSTEM + AESTHETICS


-added a high score and mode UI when hovering over the play button

  • lets you keep track of your best runs
  • shows a little blue HIGH SCORE RECORD message in the level cleared screen when breaking your record

-difficulty is now displayed under the protagonist’s hearts

  • colored white in normal mode, red in expert mode

-added a cinematic animation when picking up a perk coin

  • two cinema bars appear and the background becomes blurred

-dashes now have a subtle motion blur
-fixed another bug with the background music not looping

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Tyler
Tyler about 2 months ago

“5 minutes ago” anyways looking good

Igelkott
Igelkott about 2 months ago

This game is turning out so good, very excited to try it!

Giovanni Nodal -  Hackclub ZRL Santa Meet and Greet Coordinator

UPDATE #23: SECRET DEBUG MENU + AESTHETICS


-added a secret debug menu filled with several cheats, challenges, and game settings

  • contains 2 secret modes, 3 cheats, and 3 game settings
  • accessible through a hidden button in the corner of the settings
  • unique opening and closing sfx

-added julien mode

  • modelled after my good friend julien because he wanted to be in the game :D
  • unique attack, hit, and death sfx, as well as a death jumpscare with his face on it

-added Hellen Keller mode

  • now you get the 100% accurate hellen keller experience being both deaf and blind, makes the game virtually unplayable lmfaooo
  • neat lil challenge for the worthy

-added cheats for invincibility, extra perk coins, and extra heart drops

  • intended to make the game easier for testing, also accessible to the player to customize their experience

-added custom score, enemy speed, and player speed modifiers

  • also intended for game testing, but still accessible to the player

-added a red pulsing screen effect when getting hit
-added tweenimations to the settings screen
-minor bug fix with player death particles

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Giovanni Nodal -  Hackclub ZRL Santa Meet and Greet Coordinator

UPDATE #22: GAME OPTIMIZATION


-completely rewrote half of the game’s code, cutting off as many instances of _process() functions and _physicsprocess() functions

  • went from >10 of these functions to ~3
  • these functions run a check every frame, running thousands of times a minute. Cutting them down greatly reduces lag

-made all enemies only render their scripts and animations when on screen

  • instead of rendering 150+ enemies at once, the player only renders up to 20, again reducing lag

-reworked the camera shift trigger when you enter the perk checkpoint

  • all one big box instead of four separate checks, detects whether you enter or leave the box

-fixed a resolution and viewport bug on the itch.io demo

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secretaditzu78
secretaditzu78 about 2 months ago

Lookin cool!

Giovanni Nodal -  Hackclub ZRL Santa Meet and Greet Coordinator

Thank you! The footage is a bit buggy, but it runs a lot smoother in person.

Giovanni Nodal -  Hackclub ZRL Santa Meet and Greet Coordinator

UPDATE #21: ATTACK COOLDOWN BAR + POST-WIN MENU


-added a bar above the protagonist’s head that displays their attack cooldown

  • slowly drains based on time remaining, helps new players gauge their attack times

-added a unique menu screen after beating the game

  • has a cute little star in the bottom left corner

-Added hell.
-added a second Normal level variant with different mob and drop positions
-adjusted the attack animation to match the actual window the protagonist attacks in (lasts for 0.15 seconds, attacks for 0.15 seconds)
-fixed a camera bug when starting the level

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Giovanni Nodal -  Hackclub ZRL Santa Meet and Greet Coordinator

UPDATE #20: ENDING SEQUENCE


-added the ending to the level, a long bridge with the gates to victory

  • unique UI pulls up that shows the player’s score and time to beat as they progressed
  • adds a score bonus based on the amount of time to complete the level (awarded linearly by the hundreds if completed in < 400 seconds)
  • unique sfx and tweenimations

-new tileset additions

  • added a variety of brick variants, as well as slabs and columns
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Giovanni Nodal -  Hackclub ZRL Santa Meet and Greet Coordinator

No spoilers! Finish my game to find out :D

Giovanni Nodal -  Hackclub ZRL Santa Meet and Greet Coordinator

UPDATE #19: ADVANCED AESTHETICS + THE LOSER ENEMY


-added numerous major aesthetic changes

  • added background music in-game
  • added vines and grass flora, pebbles, and wall mounted torches
  • unique lighting system: subdungeons are now cast into darkness, with the player illuminated
  • revamped all background tiles to have shading under block tiles
  • corrected the Dagger Dude’s sprite to match the environment’s lighting
  • Bats now come in three variations: blue bats, green bats, and big boi bats (the last being the only non-cosmetic change
  • the protagonist’s death particles are more white now

-added the sleepy Loser enemy, a stationary pest

  • tanky guy, soaks up 3 hits and deals 1 heart of damage
  • hitting him knocks him back and wakes him up, where his eye will begin watching you fearfully
  • eye tracks your position
  • unique hit and death sfx + death particles
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Giovanni Nodal -  Hackclub ZRL Santa Meet and Greet Coordinator

actually pretty proud of myself, for 6 hours that’s a LOT more done then I have previously

Giovanni Nodal -  Hackclub ZRL Santa Meet and Greet Coordinator

UPDATE #18: SUBDUNGEONS

-added subdungeon rooms filled with clusters of enemies

  • difficult but rewarding, each contains a perk coin
  • accessible via secluded doors around the map
  • custom “W” key prompt to enter + unique sfx

-reworked bat AI to have exclusive “dungeon aggros”

  • significantly decreased aggro radius for dungeon bats
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Giovanni Nodal -  Hackclub ZRL Santa Meet and Greet Coordinator

UPDATE #17: ADVANCED PERKS SYSTEM

-condensed perk menu into perk coins

  • picking up a perk coin triggers the 3 perk choices
  • coins have a unique animated texture, resembling the protagonist
  • coins retain the perk sfx

-protagonist now has 5 perk slots, capped

  • if a perk coin is picked up after all 5 slots are full, instead heals a heart and grants +2500 score

-minor perk rebalancing
-minor audio fixes

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Giovanni Nodal -  Hackclub ZRL Santa Meet and Greet Coordinator

UPDATE #16: PERKS SYSTEM

-added 6 perks to spice up character playstyle. accessed at a “perk checkpoint.” halfway point in Normal mode.

  • unique perk room with exclusive tileset, camera pan effect, and sfx
  • given 3 options to choose from, with different chances for each perk to appear (ranging from 30% for common to 5% for mythical)
  • each perk unique in nature

-gave the protagonist a “perk slot,” visible in the top right corner. an icon for any perks equipped.
-minor visual changes

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Comments

Igelkott
Igelkott about 2 months ago

Damn, everything here looks so good, well done on all the art!

Giovanni Nodal -  Hackclub ZRL Santa Meet and Greet Coordinator

Appreciate it! I’m working on expanding the perks system, it’s gonna be one of the highlights >:D

Giovanni Nodal -  Hackclub ZRL Santa Meet and Greet Coordinator

UPDATE #14: ADVANCED MENU SYSTEM

-created a settings menu

  • contains a slider for volume, displays percentage as well
  • contains a difficulty editor between Normal and Expert mode (not coded yet) which will have unique challenges and stat changes. also has a tagline at the bottom!
  • unique sfx for switching between difficulties
  • contains an interactive controls guide, where pressing any of the keybinds will make their corresponding graphic “glow”

-main menu now has a theme playing
-added a fade to the play button

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Giovanni Nodal -  Hackclub ZRL Santa Meet and Greet Coordinator

UPDATE #10: HEALTH RECOVERY

-added a heart pickup item

  • recover +1 heart upon contact
  • unique visual “pop” effect and sfx, player glints green
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iris
iris 2 months ago

woah ! looks cool!!

Giovanni Nodal -  Hackclub ZRL Santa Meet and Greet Coordinator

thank you! :D
working on making these heart items a drop from bats

Giovanni Nodal -  Hackclub ZRL Santa Meet and Greet Coordinator

UPDATE #8: AESTHETICS

-complete aggro mechanic overhaul

  • aggro radius is now based around the enemy, not the player

-being hit now has a visual effect

  • whenever the protagonist loses a heart, they’ll flash red for a brief moment

-killing enemies now has a visual effect

  • whenever an enemy dies, they’ll burst into white pixels

-fixed the heart system to show all 3 hearts downed upon death

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Giovanni Nodal -  Hackclub ZRL Santa Meet and Greet Coordinator

UPDATE #7: PLAYER HEALTH

-added health mechanic to the combat system

  • the protagonist now has 3 hearts, with bats damaging 1 heart. Three hearts leads to a total restart.
  • hearts displayed in the top left, shattered when you lose a heart

-aesthetic death sequence: death and hurt sfx, respawn cooldown, and a “blood” visual effect

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Giovanni Nodal -  Hackclub ZRL Santa Meet and Greet Coordinator

UPDATE #4: BASIC COMBAT 2

-coded in a basic flying enemy with a placeholder slime image

  • slowly move towards the player, adhere to collisions

-coded in a basic combat system between the protagonist and a “flying”enemy

  • slashes instantly kill the flying enemy when entering the slash’s radius
  • slashes have a .75 second cooldown, preventing spam attacks
  • slashes now have a hit and kill sound effect, making for spicier combat
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Giovanni Nodal -  Hackclub ZRL Santa Meet and Greet Coordinator

my god, this took ages… no coding experience and 3 hours of free time lmfaooo

Igelkott
Igelkott 2 months ago

Looks cool!

Giovanni Nodal -  Hackclub ZRL Santa Meet and Greet Coordinator

appreciate it! more is to come :D