Space Cannon-Billiards
Made in <3 hours for Trijam #208
For each wave of enemies you defeat, you will be able to shoot one "meteor" shot. This shot will stay on the screen, bounce on collisions, and deal heavy damage to enemies that cross its path!
Controls:
- WASD - movement
- LMB - shoot (you can hold the button down)
Pre-made Assets:
- BGM: An old track that I previously made
- Background Shader: https://godotshaders.com/shader/pixelated-starfield-with-parallax-scrolling-effe...
Programs Used:
- Godot Engine
- Aseprite
- FL Studio
- Audacity
I had a great time working on this! With such a tight timeframe, I had to take a few shortcuts in order to have something playable by the end. Instead of adding more enemy variety, there's a chance that enemies will have modifiers upon spawning, such as protective shields and little orbiting enemies, and these modifiers appear more often on later waves.
Here's how the wave spawning works:
- The total number of enemies spawned per wave starts at 7, and increases by 2 for each wave.
- First, the game determines the enemy's type
- On wave 1, only green enemies spawn.
- For wave 2, blue enemies have a 1-in-5 chance to replace green ones.
- For waves 3-7, blue and green enemies have equal chances to spawn.
- For waves >7, blue, green, and purple enemies have equal chances to spawn.
- The enemy is then given a small increase to its speed based on the wave.
- For every wave after wave 6, there's an increasing chance for any enemy (excluding purple ones) to have a glass shield, which allows them to take one extra hit.
- This chance starts at 1-in-7, then increases to 2-in-8, 3-in-9, etc.
- Lastly, enemies after wave 6 can have mini-enemies that orbit around them. The maximum amount increases according to the following graph:
I initially wanted there to be different types of meteors, such as ones that make a small AOE explosion on every impact, but that idea unfortunately had to be scrapped for time.
Anyways, thanks for checking this game out!
Comments
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Pretty fun! It would be nice if the walls weren’t sticky. EX if I’m holding W+D while against the right wall I’d prefer if my player moves up rather than doesn’t move.
Great work!