The shadows of winim
/!\ Update 1.1 on 18/03 /!\ : More details below.
About
This game is made for the #trijam n° 61.
How to play
Winim is about Win & its antimatter shadow Nim lost in a strange dungeon.
You play Win & Nim at the same time one is on the left the other on the right.
Use arrows to move Win one way while Nim is doing the opposite.
Slash the mobs with your sword (use space).
Gather right pair of keys to open the matching doors (left / right or up / down)
Go through the door with either Win or Nim to go to the next level.
You can play full screen, the itch.io button is bottom right, but half hidden within the level GFX.
You play Win | |
...and also Nim | |
Pick the keys ... | |
...to unlock the doors |
About the Jam
GFX, SFX, music home made.
assets : 1h30
game dev : 5h (I still have to understand how to use godot sub scenes properly...)
(update 18/3 ) : added 20 minutes to fix level loading system
level design : the 10 last minutes before releasing...
(update 18/3) : added 1h play testing to understand the different level loading mistakes :-/
Optional conditions for the Jam :
-> Used Godot 3.2.1
-> Source code (updated to 1.1 - including the extra secret boss song!)
Future (maybe)
I'd like to add these features :
- more levels (the first ones should have been tuto... not enough time for that)
-more type of mobs, spikes...
- a big boss! (Really big!)
Warning
Still some bugs when you restart your game after game over. it might be easier to reload the page... Otherwise, the level counter still increases and you can win a bit too easily. should be fixed in 1.1
Dev info
v 1.1 (18/03/20) => added 25 more minutes of :
- code fixes for the broken loading system / game over skip level glitch
- adjusting mob life
- fixed player death animation
- fixed music change issue
-fixed one key color issue
- fixed level 3 'Win and Nim' borders collision issues
v 1.0 :
Mobs and Player are really similar initially. mob are sensible to sword / player is not.
the life system is the same.
I used a lot the collision layer and collision mask to detect what hurts who.
doors are all the same, just cloned, rotated and paired (hard coded)
all the exits are the same trigger. Just one player is enough to trigger the next level (and it was one of the reason for the v1.1 => 2 players touching the exit at the same time => level +1 +1 ...)
music and parts of the SFX made with madly on iPhone, other SFX recorded with my keys, home door and closet door.
GFX made with Affinity Photo.
Download
Install instructions
nothing special to install, it should run straight forward. Build with godot 3.2.1.
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