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 (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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