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€“] [S] 4 points 7 months ago*

Technically it's all random - only the first 2 are set in stone. Though the way the defence generation works, lasers etc only start to phase in after about 10-15 rooms, so that might be what you're picking up on. I could bump those numbers up so defences start spawning earlier, perhaps. It gets genuinely chaotic after a couple dozen rooms!

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