Last Stand
CONTROLS:
Aim with the mouse, fire with the left mouse button, and move with WASD
This is the first game I've developed with Godot, mostly spent learning all the tools and figuring out how to do particular things I wanted (like designing all the particle effects.)
I had a very simple little loop in mind for this 20-second jam, and I think it came out just about what I planned. It's far from polished or perfect, and barely a game, but that's okay!
I had ideas for power-ups, more enemy variety etc. but that was a lot to do for my first dip into this. The whole point of joining the 20-second jam was so that I would be unable to pack in too much content, and just finish something simple but fun to play. I learned a lot doing so, and maybe you'll find it fun!
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In no particular order, I would like to acknowledge the content used within this game. All are available for free, and the majority were sourced from itch.io
Sound Effects: "300+ Futuristic SFX" by GameSupplyGuy
Sprites: "Void: Main Ship, Fleet Pack 1, Environment Pack, Pickups Pack" by Foozlecc
Particles: "Particle Pack 1.1" by Kenney; some made by myself using chunks of the sprites (ship debris etc.)
Game Icon: "20 Free SCI-FI Icons Pixel Art" by CraftPix
https://free-game-assets.itch.io
Music: DavidKBD
Font: Press Start 2P by CodeMan38
https://fonts.google.com/?query=CodeMan38
UI Elements:
kicked-in-teeth.itch.io
Status | Released |
Platforms | HTML5, Windows |
Rating | Rated 3.7 out of 5 stars (3 total ratings) |
Author | parallax.rat |
Genre | Action |
Made with | Godot |
Tags | Bullet Hell, Pixel Art, Retro, Side Scroller, Space |
Average session | A few seconds |
Inputs | Keyboard, Mouse |
Download
Install instructions
Play from the browser, or download and run the .exe!
Comments
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While I like the particle effects when the player ship moves, I have not found a reason to move from the spawn point.
Indeed, there isn't much of one in the current state, to be sure.
When I first threw it together the ship actually did not move and was the center point where all ships flew towards from around the edges. I did like that style too, which didn't even bother to include movement, but then I mostly wanted to add a different input method and movement seemed logical. Starting on the right edge was done just because if the planet gets hit 4 times that can cause failure as well.
I also would have liked to have the player ship shoot a lot slower to start and upgrade over time, but that felt like an unnecessary complication to the gameplay for something that would be over in 20 seconds regardless. Not certain if I'm right or wrong about that, but that's the reason for it being the way it is now. My goal for the final product was to just feel good to play and to look nice with the particles, which probably took at least 50% of the development time lol
Thank you for giving my game a try, and for the feedback! I appreciate you taking the time for both.