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View Code? Open in Web Editor NEWA simple pixel art side scrolling meme shooter. With guns.
A simple pixel art side scrolling meme shooter. With guns.
The game starts off awfully slow, but ramps up in a predictable manner. This is basically a speed skill test. It would be nice if there were some game mechanics that would allow players to use their skill in order to influence the speed somehow.
We need death sounds!
The score multiplier that applies to a killed enemy should appear above him and fly gently towards the heavens...
Add a settings screen with the following settings:
A state should know about which other state the transition comes from or goes to when state_started
and state_paused
are called.
When starting the game again after it has already been played a first time, the game intro labels can be visible on the left side of the window.
The bomb progress bar must be properly readable.
The visuals are proper programmer art. Could be improved.
Currently, the bomb doesn't take the score multiplier mechanism into account at all. On the contrary, in fact: the next enemy killed after a bomb will reset the score multiplier. That shouldn't happen.
Once the multiplier is properly integrated, we should ensure to show it over every enemy killed by the bomb.
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A significant percentage of enemies don't correctly signal their survival.
It seems that enemies in roughly the top left quadrant of the screen cannot be properly targeted anymore. I suspect the HUD elements placed there.
The code doesn't currently run with Godot 3.2 since the engine seems to have extended GDscript error checking.
The game's title should be shown on the main menu. Possibly animate it extensively when the menu appears the first time, but stick to a simple fade-in subsequently.
Rectangle enemies are alright for now, but they should eventually be replaced by proper graphics.
As it is now, the state machine pauses the last and starts the new state in the same process cycle. If pausing entails an animation, we should wait for that to finish before starting the next state.
Add a proper HUD that contains the following elements:
A dying enemy should explode in a pool of blood.
Once the game has finished, we should add a proper game over screen. The player's return to the main menu should slow down the scrolling speed to the menu speed again.
Lamp posts could shine a light onto the street if the whole thing was made to appear like night time.
The bomb must be implemented. It causes a visual effect of some sorts, and kills off all enemies currently on screen.
Players should be able to trigger the bomb by pressing a key on the keyboard. How about the... B key? B for, I don't know, bomb?
The key should be advertised in the interface. The bomb symbol itself should stay a button though, just in case the game should be playable on touch interfaces.
The splash screen flashes up only briefly. That should definitely be changed. We probably need about three screens:
Players should receive feedback when they try to activate the bomb, but the bomb is not available.
States should be able to receive dictionaries with parameters.
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