Bad Grass
A roguelike, shoot-em up, management game where you need to clean out the spread of the bad grass and the monsters.
Controls:
WASD (Movement), Left mouse button (Shoot), Shift (Dash), Tab (switch weapon), Q (Action1 place beacon), E (Action 2 place turret), F next to base (open shop)
Lore:
Coming soon
Team:
Darkestofman (darkestofman), E4SYFLAME (e4syflame), Neptune(realneptune), Kohi (moaz_z), erenerdogan (.erenerdogan)
Status | In development |
Platforms | HTML5, Windows, Linux |
Rating | Rated 5.0 out of 5 stars (1 total ratings) |
Authors | PEMDAS Studio, MoazKandar, Neptune, E4SYFLAME |
Genre | Action |
Made with | Godot |
Tags | Management, Pixel Art, Roguelike, Shoot 'Em Up |
Download
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Click download now to get access to the following files:
Jam_GDD_F_Final_D.pdf 486 kB
BadGrass.Win-v0.1.0.zip 48 MB
badgrass_linux.zip 46 MB
Comments
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loving how the game is going, one main thing I personally don't like, but this may just be me, is the fact that I have to focus so much on resource management, the ammo and disipearing turrets just add more to focus on
We had in mind that this is supposed to be a management type game where you have to manage your resources well. We might have ended up making it more difficult then intended but it is in the core of the game that we want the player to feel like they are a bit overwhelmed. But thanks for playing and thanks for the feedback :)
the overwhelming is certainly there, but with low damage, limited ammo, limited turrets, limited beacons and limited turret and beacon duration, it becomes really hard to get very far
Really sticky gameplay, with fun upgrades. Some polish thoughts: You might want to pause the player movement for a brief window after closing the store to let players get their hands back on the keyboard.
Does the cleaning out of bad weeds contribute to the gameplay? I didn't use that feature for my first 2 playthroughs. Very good job team!
Thanks for the feedback, and we will polish this for a later day after the game jam is over. right now this is all we had time to do. The cleaning out the bad grass is suppose to contribute, but we don't have an end game logic at this time. But we are thinking about continue working on the game after. :)
upgrade idea: +1 turret
Working on it
i think the enemies wait to long to damage you while in attack range. i could just stand still and attack without dying sometimes. i played for about 10 mins it was really fun
thanks for the feedback, we are working ont the enemies, and hopefully that will feel better. but glad you had fun :)
the turret is cool, but I'm not sure what the other placable does
Thanks for the feedback. And the other placeable is just a placeholder at the moment. We are working on it :)
I think more upgrades could be fun, maybe multishot, for example? (also the enemy seems to play a dying animation as it follows you once it's hurt)
Yea it's meant to be death but we put it as hit animation at the moment, that's why it happens.
fair enough
upgrade ideas could be:
a zone around the town that damages enemies
multishot
more health
turrets
Yea for sure we are in the works or at least thinking about doing it. But thanks for the feedback :)
Fun game, glad you submitted! :) I would suggest putting down a ground texture, so you can orient yourself more easily and gauge the general speed of the character and monsters.
Also, I think there is a bug where the bullet hits the slime and the death animation plays, but the slime doesn't die. You'll figure it out.
Good luck!
Oh I just realized, you screenshots have the ground texture, but my player does not show it.
good luck
Ah I see, weird I'll ask the team if there is a reason this might happen. Thanks for letting us know :)
I am using firefox, by the way
That might be why. But I'm not sure. Its published on internet Explorer.