Instructions for playing are in the game’s menu.
A fast-paced 2D geometric arena shooter, where you defeat scaling waves of enemies.
Features a simple, minimalistic art style with a retro feel and satisfying combat
Have fun!
Instructions for playing are in the game’s menu.
A fast-paced 2D geometric arena shooter, where you defeat scaling waves of enemies.
Features a simple, minimalistic art style with a retro feel and satisfying combat
Have fun!
🔥 cskartikey marked your project as well cooked! As a prize for your nicely cooked project, look out for a bonus prize in the mail :)
Turns out that I left a boss that was in the first wave for debug in the release and somehow missed that during testing (it was late 😭). Fixed it alongside some other small fixes and now everything should work as intended.
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I made a rather simple but fun shooter game. It was quite a challange due to the crazy amount of bugs I encountered while making it, but in the end it works rather nicely.
I also learnt a lot about making vector graphics in Inkscape, which is something I haven’t really done much beforehand.
I’m satisfied with how the game turned out. I especially like the endless mode, it’s quite fun.
Turns out there were still some bugs left, so I did some more fixing and rebalancing. The game is now ready to be shipped.
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This is the last devlog, the game is pretty much finished.
I have added a lot of content, including new enemy types such as swarm, elite enemy versions or the boss.
Another new thing is the endless mode which spawns random waves with increasing difficulty.
I also did a lot of fixing and polishing.
I’m currently doing test builds and will soon ship the project.
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I added a lot of new stuff, and the game is soon to be finished. Now I only need to add some more waves, maybe more enemy types and a final boss.
Changelog:
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Finally added a main menu, it also has a settings panel. Also got the sound system working and added some music.
With that I integrated loading into the game with the menu and got the wave spawning to happen automatically and started making the actual arenas and waves.
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For now I’m still adding new content. Mainly, I added some more upgrades such as health regen, higher damage, SMG upgrade or dash cooldown reduction - the dash, health regen and SMG (autofire and fast fire rate) are new features which had to be implemented.
I believe I will add some more upgrades and after that focus on level design and maybe finally add a main menu and level selection or something similar.
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Okay, some pretty big stuff today too. Updated the spawn system to work as waves of enemies, and added a neat system of upgrades upon wave completion. The upgrades are easily expandable and are selected randomly with a rarity system.
With that done most of the work as far as basic systems is done, and now all I need to do is add more content like enemies, upgrades, actual levels and a main menu as well as tweaking some stuff and balancing.
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I added some pretty cool stuff today, I pretty much now have all the basics necessary and can finally work on turning the game into something playable.
The most important addition is the spawn system, which spawns sets of enemies in waves. It is fully customizable for me making it easy to define more waves later on, though I might want to add some randomness to it later.
Also got some smaller but important tweaks like i-frames and a shooting cooldown for the player which weren’t a thing before.
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I added a new enemy type, one that shoots projectiles.
Tweaked the enemies a bit, updated visuals, and decided upon the future game design.
The game will have sessions with waves of enemies comming in, with new waves introducing new enemy types, changing the arena and more.
I’m not working that much on the game because I’ve got a lot of schoolwork but I hope to finish the game in a few weeks.
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So I took a break from the project for a while cuz of winter holidays, but now I’m back at work.
Added quite a bit, most importantly I implemented a way to rather easily add more enemy classes and added a heavy enemy type using that.
I also got pathfinding for the enemies working, which was a lot of work since Unity’s NavMesh system is kinda problematic with 2D, but now it’s looking really good.
In the meantime I also added some additional post-processing effects to give the game a more retro style, those will be further refined in the future.
Currently working on more sophisticated enemy classes.
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I added working health and damage systems for the player and enemies, as well as some effects such as knockback and basic visual effects.
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I set up the very basic foundations for the game.
Added a very basic placeholder environment, created the player and added movement as well as the ability to shoot projectiles.
Also did some minor tweaks such as setting some project settings and adding basic post-processing.
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