Gigablastz!!! AD 2048
Browser version might glitch / lag. There are downloadable builds for win and linux in case of performance issues!
Story (?)
Following (or preceding, no idea) the events of Aerial 20XX (https://atanii.itch.io/aerial-20xx) a new threat emerges - or falls - upon the already busted Earth: The Lovecraftians.
These douchebags came to lay waste to the wasted, but would you leave it at that? No, so let's not waste any more time! - I couldn't let these pun oppurtunities go to waste, hah!
Armed with your scrapped together handblaster, you have to waste as many lovecraftian douchebags as many you can and survive as long as it is possible!
Gameplay
Retro arena-shooter with pixel graphics and simple, endless gameplay.
WASD, cursor buttons to move, left click to shoot, space to jump.
Credits
Leaderboard is powered by Talo: https://dashboard.trytalo.com/
Mechanical and "meaty" sound effects are from freesound.org.
Graphics, design, programming, ideas, music and some of the sound effects are made by me.
Music separately:
Development log
- QoL change9 days ago
- Web export optimalization56 days ago
- GIGAUPDATE!!! 0.0.0.257 days ago
- Next week: incoming leaderboard and updates...63 days ago
Comments
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Wow this looks really cool! It reminds me a lot of games like doom and quake. As mentioned by others, the camera shake can get too crazy sometimes tho. Awesome game :)
Thanks!
I think I'll need to lower the shake once more :D - Original version didn't have a limit for the "max shake" and it was even worse.
Actually really fun, little hard to tell what is going on cause of the screen shake if you spam the shoot button really fast but was a pretty fun gig. Really dig the look of it too
Thanks! :)
I enjoyed it, but the screen shake really made it hard to see with the pixel graphics. I see someone already commented on this though and cant wait for an update with that fixed a bit. I think an enemies cap definitely would help the lag calm down a bit, but that could also be because i was playing on the browser version. Reminds me of doom!
Thanks! I'll notify you when I can upload the update :D
I've dropped the update with the online leaderboard, QoL changes and optimalization today :D
The web export is still not perfect, but runch much more smooth.
Hey this is awesome! A lot of fun! I really like the visual style and the music is great.
A few things I'd might tweak is that the screen shake makes the game almost unplayable if you shoot more that twice in a row, forcing you to wait a second until the shaking stops so you can see what is going on. It seems that it grows stronger with each consecutive shot so maybe turn down the maximum shake amount.
Another thing I might look into is that it's kind of hard to tell when you get hit, the number in the top left changes but nothing else as far as I can tell. Maybe add like an oof sound effect or something when you get hit.
Also maybe increase the jump height, it will make the movement feel a lot more fluid and bouncy.
I would also add a maximum cap to the enemies because after about a minute, the game gets really laggy.
Last thing, make it so the health counter is current health then max health, the way you have it now is backwards and I didn't even realize it was the health counter until I finished playing.
Again, great start! I love the art and all the issues are pretty minor! Best of luck in the jam :)
Thanks! I'll make an update for fixes including these :)
I'm thinking about adding a leaderboard as well.
A leaderboard would be sick! If not a leaderboard then definitely a high score so you have something to beat every time
I've made an update - with a leaderboard :D it's the first time i made it for a game - but seems like uploading is disabled until Weekly Jam #3 ends.
It might have been a bad idea to submit to a jam where submission period ends much sooner than for the other ones...I can upload it next week this way. Still, fortunately the other jams will be in submission period so the upgraded version will be ready for the players.
I'm not sure what to do with the enemy count tho. If I limit it to let's say 60, the lag will go away - at least on PC - but the game gets a bit to easy while it should get more and more impossible to keep playing. I'll try to optimize the enemies first I think. Each of them uses the Navigation features of Godot with A Star algorithm to follow the player - and not collide with each other. I can imagine it dragging the framerate down.
I've dropped the update with the online leaderboard, QoL changes and optimalization today :D
The web export is still not perfect, but runch much more smooth.