i have been replaying it over and over again w game
( Webgl version may have issues, please try the windows downloadable version if possible..... )
Gameplay controls explained in-game....
Originally made in roughly 1 and half days for Ludum Dare 48.
Move deeper and deeper down the temple stomping every demon in your path
Press Y to invert Y axis
Press 1 to decrease mouse sensitivity and 2 to increase it
Currently has :
- Three arenas
- One boss fight at the end
Like what you see ? ;)
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Press Esc in the windows version to exit
- Post jam version uploadedJun 26, 2021
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amazing i need a update
add more bosses
You should add another weapon, maybe something that you can use to bundle multiple enemies together then attack them all at once, the slow-mo is way too op, I recommend slowing the player's projectile speed while slowed, I also think it would be cool if you could stick two enemies and bring them both to you for a stronger boost that would be horizontal instead of vertical.
I will edit when I have more ideas
I challenge you to beat the level before the boss fight without slo-mo or touching the ground. (I did so, so I know it's possible.)
Yeah this thing is super fun tbh
this is super cool!
This game has a nice combat system with interesting concepts. However, it's too easy and definitely too short. It needs more levels.
i would love a high score more randamized version of this
BASED. This has a ton of potential!
shot but good experience
Cool game! I think maybe making it so you have more movement options would make the game better! But that's just my opinion.
PLEASE MORE LEVELS
hey, could you put more levels in? I love this game, if you don't have the time I'm sure me and probably a few people in the comments below would love to design some levels. also I think that you should add a cooldown or timer for the slow-mo. I am also learning unity game-making so if you could tell me how you made the bow please, that would be nice.
i feel like there should be two different endings 1 for if you uncorrupt all the final pillar and 2 if you leave the pillars corrupted. fyi im talking about the final boss. other than that great game!
broo, that is so fire
What kind of code did you use for the dash mechanic? I am working on a school project, and would like some insight(sidenote, I never officially learned C#).
Idk what to tell you in that case lol
The gist is that the player's velocity on the Y-axis is set to zero, whereas his speed on the X and Z axis is set to a fixed value.
Both of these are only during the duration of the dodge.
well, thanks for telling me. I was mainly interested in how you got it so that you could hit the button, but it wouldn't be spammable and just, like, be a fly hack.
this game is very fun. Congratulations!!
very fun but please make more levels
realy realy fun game please make more level
very cool :)
really fun, movement and combat feel amazing! I would add a limit to the amount of slow-mo. Maybe give around 3 seconds of slow-mo and make it refill on enemy kill?
Great Game! I love that you can slow time and dash to enemy's
this is the great game EVER
an amazing idea for a game I love it
i really love concept but only few levels. game's really fun and if you'll make more levels this will be very cool :)
thats soooo fun!!
i really want more content fr this its such a cool concept. bad piggy should make this into a full game
nice concept game, there are a lot of enemies compared to potential of the weapon
super fun and addicting. i like to play without slow-motion makes the game more fu
i almost forgot there was slow motion💀
I can't move! web version
epic game bro, but i agree with the dude below
this was really fun i feel like limiting slow mo would be good since it can kinda be used as a huge crutch
This reminded me of sonic's homing attack. this game proves that sonic's homing attack (and maybe sonic's spin dash) is a ranged attack not melee attack thank you bad piggy
Cool concept. Just two things in my opinion:
- When the player gets hit, add visual feedback to show where the hits are coming from.
- When the player latches on to an enemy and teleports to it. Maybe don't teleport directly to that position, because this is disorienting. Or have some clearer visual indication of where the player will teleport. Or force the player to stay locked on his or her target to teleport.
Looking forward to seeing where this project goes.
"web version may have issues." well, im stuck up here
i wish this had a bigger budget cuz if it did so it could be a larger game that would be so cool