WASD or arrow keys to control and space to fire.  Also you can't die right now.


UFO Escape. This is a standard vertical shooter I made for Godot Wild Jam.

A short project where I wanted to see what I could make in the timeframe of the Jam, which was a week.


Updated 2 days ago
Published 26 days ago
StatusIn development
PlatformsHTML5
Rating
Rated 5.0 out of 5 stars
(1 total ratings)
AuthorKyle_D
GenreAction
Made withGodot
TagsGodot, verticalshooter
ContentNo generative AI was used

Development log

Comments

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I'm trying to play it on Safari on a MacBook Air M2 and I'm not getting it to respond to clicks or key presses.  Tried fullscreen and windowed.  


Love the description and look. =)

(1 edit)

Thanks for trying and letting me know! 

I have just tested it on Safari on mac to double check and no issues my side but I know mac has had some issues in the past with browser play sometimes.

For sure, it's often an issue.  Just thought I'd let ya know.  Had fun playing thru it on my other machine just now tho. =)

hehe. fun shmup.

The shadow adds a lot.  I like the art style.

How'd you program the timing of the enemies?

(+1)

Thanks! I meant to add the shadow to all enemies but I didn't manage my time well. I will add that in future though.

For the timing of the enemies I had a spawner script. I used a variable string that would be for each stage, 0, 1, 2, 3 and 4.  The process function is checking what state that variable is in and how many enemies have spawned, if it is in 0 and there hasn't been 5 enemy spawned yet, it runs the spawner for the first enemy type until there are 5 and the stage variable then changes to "0 wait" stops spawning.

Then the script is looking to see how many enemies are left, which is recorded in a Global script. When each enemy dies they minus this number. The spawner script is looking for this to change to 0, then it sets the stage to "1" and so on and so on.

The last stage, 4, then sets the last label for game complete and stops spawning.

Also each stage has a spawnTimer and waitTimer so that enemies don't spawn straight after eachother cos I found I'd just shoot them all accidently before they were on screen.