Description
I spent a few weeks following the Lazy Dev's tutorial and made this game. "Red" is a shoot 'em up game with a Rogue-like vibe, drawing inspiration from titles such as "Vampire Survivors", "Judgement Silversword", and "Elemental Master." I'm considering expanding the content to develop a more formal game, but I'm not pretty sure about the mechanics. Please tell me what you think. Thank you!
Controls
(O)(X) - Switch Directions / Confirm
Upgrades
Bullet - Basic weapon
Sword - Melee weapon, that can slash enemies' bullet
Rocket - Fire two missiles
Stars - Middle-range weapon
Shield - Protect bullets and enemies
Items
❤️ - Regain hp
S - Increase speed
E - Gain Exp
M - Increase max hp
O - Revive
Update Notes
11/26
Adjust the bullet emission rate of the enemies.
Modify the spawn rate of enemies.
Display wave numbers in the game over scene.
11/23
Slightly decreased sword enemy's hp
The enemy attacks started to get a little saturated past wave 50.
This time I did manage to catch a wave number. It was 54.
I lasted only a few more waves, and was experience level 82 when they got me.
While it did start to stutter, I'm in awe of the ability of this game to just keep scaling its difficulty. Also the secrets at the top of some of the upgrade lines. If you told me that upgrading Speed to some absurdly high maximum allows the player to break into hyperspace and then the developer console and win the game, I'd believe you...
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