An adaptation on the shoot em up genre by stripping off any form of progression in that and instead forcing you to manage your economy and upgrades in a connected idle game.

Shoot your foes, avoid being eaten alive and capitalise on your short lived monopoly

This game is best played at a resolution of 1152 x 648. Other resolutions mind find issues with the death screen.

Created for the 2024 Kenneyjam

This is my first game so do expect issues; feedback always welcome!

Music licensed by CC0 from https://opengameart.org



StatusReleased
PlatformsHTML5
Rating
Rated 2.0 out of 5 stars
(3 total ratings)
Author0xd8
GenreShooter, Survival
Made withGodot
TagsBullet Hell, Difficult, Idle, Incremental, Shoot 'Em Up, Short
Average sessionA few minutes
InputsKeyboard, Mouse

Comments

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(3 edits)

You need to make the upgrades and gold permanent. Resetting everything back to zero every time you die makes this game nearly unplayable. And after that, you need to let us spend our money after a round, before starting the next. Or pause to upgrade. Trying to read and select upgrades while trying to dodge mobs is terrible. Also, enable auto-shoot or click to shoot.

And now I'm going to rant, because this legitimately upset me. Change your screenshots. Unless there's some form of meta progression I'm missing, those screenshots you posted are total lies. Let's ignore the INSANE firerate at 39 seconds. How did you have 743 gold at 64 seconds?! That's 11.6 gold per second, from the start of the round. That's over TRIPLE the 9 per 2.76 seconds your screenshot shows. And that's not even including the cost to get all but one upgrade to level 3! Literally, the only way you did this was by cheating with some form of dev console, or by playing a version of the game where gold and upgrades persist between runs. 

(+1)

I literally cannot survive 70 seconds. This pains me as the game seemed really fun.

(+2)

most of the timeyou jsut die because you have to share your vision between looking at the screen, looking at the upgrades, try to figure out whta the paritally almsot unreadable font dsays for each upgrade.
and keep moving, which isnt easy when looking from the corner of your eye cause critters will literally spawn in front of you and dont exactly look too different from the background flowers busheds and such.

and realizing that you are touching something and getting away from it basially means half of the health bar gone in most cases

(+1)

why the heck do i push spacebar to fire rather than click the mouse

(+1)

How on earth do you get that circular pattern of rapid arrows with only 39 seconds in? (picture to the right)

(2 edits) (+2)

Agree with some, it's a nice concept and looks nice, but the combination of controls makes it unnecessary hard to play, together with the really slow progression money-wise. 

It's also hard to keep an eye on the screen and carefully pushing the upgrade buttons at the same time. My suggestions:

  • Implement autofire, that's pretty much what you do anyway
  • Pause the game when buying upgrades, or alternatively be able to upgrade with a keypress (1 through 6) so you don't have to look for the right button to press
  • Make it worthwhile to actually kill enemies (money?) instead of only do it to clear the screen
  • Random upgrade or health drops
  • Prevent enemies from appearing right on top of the player

Quality of life / bug:

  • You can easily get stuck between enemies and the barrier, perhaps make you unhittable for a few seconds whenever you get hit so you can escape through enemies?
(+2)

Yeah so I do like these suggestions, they keypress thing to buy upgrades is such a simple yet worthwhile addition. I'll likely work on this a bit more once the voting period ends for the kenney jam.
As for the immunity for a temporary time, there is a short immunity frame of about 0.2 seconds (Your character turns yellow) upon getting hit but I can see how that might be a bit too short with the amount of enemies that can pile up. Thanks for the feedback though!

(-3)

Game not loading. Firefox.

Try updating Godot to version 4.3.

still waiting on run dependencies: index.js:14050:18

dependency: wasm-instantiate index.js:14050:18

(end of list) index.js:14050:18

(+1)(-1)

Hm, see you posting this on two games already. Something wrong on your side perhaps? I don't use Firefox so I can't reproduce.

I've been running firefox for this throughout development and just tested on another machine. Could be a network issue of some sorts where it's blocking a file from being downloaded? Alternatively it might be that you're on a version of firefox that this doesn't want to work on

(-1)

This is actual issue that was present in Godot for a while and developers fixed it in version 4.3.

That issue from what I've read relies on headers etc. on the HTTP packets. Itch.io should be fine to play all these games on, and similarly any header-enabled servers hosting it. See if the issue persists on other games around the site

(-1)

Look through my posts. There are a lot of games with exactly this error.

(+1)(-1)

And yet it works for everyone else. The problem is you. Use a different browser, use a different machine, go play games somewhere else, whatever. Just stop telling game devs there's a problem when the problem is you.

(+2)

You should add roge-like mechanics.

You survived 70second, you gain 7 stars to upgrade your health, or to get more money at the start of your next game etc

Othewise it's a fun game with good sound, look and differents ennemies. Nice one for a first game and a first game-jam.

Keep upgrading your game or start making a new one :)

(+1)

I do like the idea of roguelike mechanics. Perhaps I'll add it to this project once the voting period ends, especially since a majority is mentioning the difficulty - it would give a way to make it slightly easier. Alternatively, I'm sure I'll eventually be able to make a roguelike that could exceed the potential of this one, first game and many more to come

(+4)

Almost unplayable for me with using WASD to move and space bar to fire along with mouse movement to aim.  Being able to turn on an auto fire (if there is one I did not see it anywhere) or be able to switch fire (attack) to the mouse button.

Like was mentioned, some way to pause to buy upgrades would improve things greatly.  Also some way of killing critters that are bumped up against you would add a lot.

(1 edit) (+1)(-1)

I love the design of the game and it's really fun to play. The game mechanics are simple yet it still manages to become complex having to manage an idle game and a shooter at the same time. 

While the difficulty could be made easier at the start, there isn't much more to improve on: this is already a nice little game to pass the time. Any changes should be focused on reducing the difficulty though, as the game can be tough at times.

Deleted post

An idea was to add more weapon types but with the restriction on time for the gamejam it wasn't quite possible and I think I overscoped a bit with this being my first game. Though I will try fix some of these issues if I get to update this game after the jam