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] 1 point 7 months ago* (4 children)

Hey friendo! Did you get a chance to try it out? :)

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  • [โ€“] 2 points 7 months ago (3 children)

    Yes! Theres a lot of potential. The movement was good though. Definitely take some time to make challenging obstacles

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  • [โ€“] [S] 2 points 7 months ago* (2 children)

    That seems to be the major takeaway. And, as I expected, it's obvious in retrospect haha! I'm considering remaking the levels around actual platforming, with large drops and no easy path. Thanks a ton for your feedback!

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