You play as a test subject escaping from an underground lab. You have two phase abilities - phase-dash and phase-wave. Phase-dash is a forward semi-teleport which also damages enemies and negates damage while active. Phase-wave is a projectile attack. As the game progresses, more defences will spawn in each room, including laser tripwires, mines, turrets and drones - and, of course, there's always the omnipresent laser grid advancing from behind, getting ever faster. The goal is to reach room 100, beat a final wave of defences, and escape.

Now pretty much all the core mechanics are in place, I thought I'd share some footage and ask the community for your thoughts on the look of the game as it is. You know how it is: you stare at your own project so long, you lose sight of what might be glaring issues to an outside observer.

So, Godot lemmy - what do you think? ๐Ÿ˜…


EDIT: we've decided to share a build with you guys, if you're interested in testing it out. We have Windows, Linux and Mac builds. Have fun! https://irmoz.itch.io/phase-killer

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[โ€“] 6 points 7 months ago (9 children)

So far, that has the feel of a good tutorial level - like it's the first challenge faced by the test subject when they first get their abilities, before they realize what's going on and they have to escape.

If that's the starting environment, I could imagine occasional pauses where you describe the next challenge and how to overcome it.

Then, once getting through this area, things start to get faster and more chaotic.

Are you planning on having different speed settings, so the game can be approachable to different kinds of players?

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  • [โ€“] [S] 4 points 7 months ago (3 children)

    Hmm, you put me in an awkward position. We were planning on simply having this environment ramp up in intensity toward the final room. (The game should really only take about 10 minutes to complete. Something of a proof of concept for us.)

    But you throwing out the idea of other environments does tempt me to suggest increasing the scope!

    By speed settings, are you referring to player speed, laser grid speed, or some overall speed scale? You raise an interesting point.

    Also, if you'd like to try it out, we have builds of the current state of the game to test out: https://drive.google.com/drive/folders/1jsOXz3Isfp6CTGfL7PfKGCqF4xxdMJjV?usp=sharing

    Any feedback is welcome, however incisive, scathing or negative. Positive is nice too, but we can't be too presumptuous :P

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  • [โ€“] 3 points 7 months ago (1 child)

    Really, any speed settings would help make the game more accessible and approachable.

    Some people may enjoy the parkour elements but not have the motor skills to handle high-speed reactions.

    Other folks may be great at the fast paced movement, but get frustrated by the number of enemies or the speed of projectiles.

    If you are able to offer sliders (or even just low/medium/high) options for things like movement speed, enemy frequency, damage taken, and grid reaction time? If you can do that without having to remake your code or game engine? It'll mean a much wider potential audience for your game.

    Speedrunners and streamers can have fun setting everything to the fastest and hardest difficulties. Casual players can have fun with it without getting frustrated.

    And sweet, you've got a Linux build. I do most of my gaming on Linux now. I'll try to check out the demo.

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  • [โ€“] 3 points 7 months ago

    Also - if you do increase the scope, you could totally, like, intend the game to be ~10 minutes segments. Maybe release the first segment once you think it's polished enough, see whether you want to add additional areas or environments with more levels and options.

    Basically, don't get burned out with scope creep. If you have something that works, release it. Even if you want to add more later. :)

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  • [โ€“] 3 points 7 months ago* (4 children)

    And you know what could be cool? If you manage a perfect phase-dash (i.e. dash at the exact instant a projectile would hit you), it creates a shockwave that deflects all nearby projectiles back at whatever fired them.

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  • [โ€“] [S] 1 point 7 months ago (2 children)

    It's happening!

    (Ignore the slow-mo that totally isn't to compensate for my lack of fast reflexes!)

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  • [โ€“] 2 points 7 months ago (1 child)

    Sweet! I doubt I'll be good enough to manage that but it's cool that you were able to implement it so quickly.

    Haven't had a chance to check out the demo yet, maybe tomorrow night.

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  • [โ€“] [S] 1 point 7 months ago*

    It was a pretty easy implementation, actually. The bullet already checks for collision with the player, so I just get the player's state when that happens, and if it's phasing, the bullet faces its creator. Its usual "go forward real fast" code takes it the rest of the way.

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