Gameplay

Fight a battle at the bottom of the ocean by defending an ancient relic with your mech from monsters.

                ┌───┐

                │   W   │

┌───┼───┼───┐

 │   A    │            │    D   │      =      move

└───┴───┴───┘

   ┌───────┐

   │     Q            │      =     Attack (Spam Q for max damage)

   └───────┘


   ┌───────┐

   │     Space       │      =      jump

   └───────┘

   ┌───────┐

   │     Shift        │      =      walk faster

   └───────┘

Made by Ronkad

Details

Submitted for Trijam #293

Theme: The great unknown

All Pixel art is not done by me and from other people under the CC0 License (Background, Mech, Monster).

Sound Effects are from Pixabay.

Software

The game was made using Godot

Pixel art tool: Piskel

Sound effect tool: Chiptone

About Development

I took your feedback from last trijam to heart and made my game more difficult with multiple levels (2). I also tried to make the artstyle coherent this time.

The water shader was done thanks to a YT tutorial (took about 30mins of dev time away, but I think it was woth it. Although you could tweak the settings a bit to make the game look more clear).

I also forgot to add a loose condition. Oops. Well, no time to add it now. 3 hours are up.

Published 4 days ago
StatusReleased
PlatformsHTML5
AuthorRonkad
GenreSurvival
Made withGodot
Tags2D, Mechs, Monsters, Pixel Art, Tower Defense, underwater

Comments

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What I liked about this Game:

  • I like the water shader, it's very interesting.
  • The entire art-style I think fits very well into the underwater theme.

Areas for Improvement:

  • The biggest change I would add is some type of feedback on your hits. Make the enemies flash,use hitstop, and/or particles on hit to indicate that the enemy has been hit. It would help make it more clear
  • I see that you were trying to make the game more difficult. I do think the enemy health is about 8x higher than it should be compared to the damage you deal while holding the attack button.
  • I think encouraging the player to spam a button is fine in some situations like the Quick Time Events in God of War. It should not be the default playstyle. Due to the high health of enemies, this game requires that the attack button be spammed  for the enemies to die in a reasonable timeframe. Fixable by reducing the amount of time it takes for enemies to die while holding the attack button, whether it be by reducing enemy health, increasing attack damage, or increasing fire rate while the button is held.

Thank you very much for your detailed reply, this means a lot to me and I will improve on my next project. []~( ̄▽ ̄)~*