Art assets by Mothbunita

Code by MokaPocca and Dragonixor

Music from Zane Little Music on opengameart.org

Sound effects from BMacZero, StarNinjas and Independantnu on opengameart.org

INTRO

You are Gummi, a rebellious bunny who has taken upon herself the duty of taking down the imperialist regime ruling Linger City. The under-city's brutal police force will not hold back any punches against the small underground gang that she leads.

Use cards you collect effectively to maneuver and fight through the broken landscape of the slums surrounding Linger City, in the hope of reaching the spire where the under-city's elite reside. Show the people that they can rise against the oppressor!

CONTROLS

Controls can be rebound from the settings menu.

Keyboard

  • A/D to move.
  • Space to use a jump card.
  • M1 to use an attack card.
  • Aiming is done with the mouse. Green cursor = melee range, Yellow cursor = ranged range, Red cursor = out of range
  • K to restart the level.

Controller

  • Left Stick to move
  • LB to use a jump card
  • RB to use an attack card
  • Aiming is done with the right stick
  • Y to restart the level. 


There are some flashing lights. You can turn them off in the settings menu.

This game was made in a week in the context of the 45th godot wild jam.
https://itch.io/jam/godot-wild-jam-45





StatusIn development
PlatformsHTML5
Rating
Rated 4.5 out of 5 stars
(2 total ratings)
Authorsdragonixor, Mothbunita
GenrePlatformer, Card Game, Puzzle
TagsDeck Building, Godot, Real-Time, Roguelite

Comments

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(+2)

I'm blown away by how much of the extra stuff you pulled off in such a short time - complete menu with keybindings? Awesome effort!

I like the idea, though a platformer with limited jumps was more challenging than I expected, especially the tiny platform on the last level :D That said it was only really the last level that I had to retry several times.

My only complaint would be with the contrast between foreground and background elements. There were a couple of points, I think on level 3, where I accidentally walked straight off thinking I was going to land on something.

That menu took way too much time to make xD. Glad it was appreciated!
It was really interesting to think of the designs of levels in a platformer where even the amount of jumps was a resource to keep track of.

(+2)

I liked the concept. However, as the jumps are limited, some jumps are right in the limit so there are some parts that if you jump just some pixels before you lose the whole level.

(+1)

Aaaah!! Yeah!!! I'll be honest, I was playtesting for so long that it was getting harder and harder to estimate how hard to make the platform jumps be!! Because after testing for so long, the distances were just memorized in my head! I hope it wasn't too much of a hassle for you to restart a level because of a pesky jump! Since most levels are completable in under a minute! But I'll keep your feedback in mind for the future! Probably put the hardest jumps earlier in levels to make retrying faster! Thanks for playing and checking our game out! I appreciate all comments!!

(+2)

Having cards that manipulate draw or hand size or the option to shuffle and re-use non broken cards might have been cool, only so much time though.

Yeah, it was planned to have slay the spire-esque choices after levels like repairing a broken card vs gaining a new card, but with time limits that didn't end up being implemented for the jam release.
Also, at first, we intended the player's hand size to increase, whether from difficulty options or from game progress.
We had lots of ideas, and we are considering continuing the project now that the jam is over. No promise, though!

(+2)

It's pretty difficult to get the motivation to make changes later after a game jam entry is completed. Good luck!

I assumed your title was a reference to slay the spire, and wasn't disappointed. It's more than I could have managed in that time frame. 

(+1)

That's definitely something we've had in mind when making it. But it's as you say, it wasn't really feasible to implement in the time frame that we had. We worked really hard to implement as much as possible in as little time as possible. Deck/hand customization and variety would probably be next on our list among enemy types and more environments if given more time! Thank you for your feedback!! Much appreciated! And hope you enjoyed our game!