Discharge
Entry for "I Can't Draw But Want To Make A Game" jam. Game is on early stage of development, so be sure to watch for new updates. Currently not in development.
Description
You are a robot, in a world, inhabited by robots. You need energy to function.
In your searches, you've stumbled upon hostile area, where most inhabitants see you just as an energy source. You need to get out. But exit is locked, and you need keys to get out.
Gameplay
Failry usual room-based roguelite TDS, but shooting requires energy. Energy is also required to repair your hull and purchase upgrades. You will need to make choices, like, should you buy damage upgrade, or save the energy for difficult enconters.
To avoid unwinnable siutations, player will be not locked in rooms with enemies, but there will be measures preventing cheesing possibility to leave room mid-combat.
Implemented features
- Basic player functionality - run and shoot
- Few simple upgrades - damage, hull, energy cost per shot
- Pickups system, including some loot on floor.
- 5 enemy types.
- One floor, simple rooms, no obstacles; dynamic system for generating enemy layouts for rooms
"Reinforcement" - system, that improves enemies, if player leaves room while killing some of its enemies.(currently disabled due to bad balance)- Minimap
I have no intention on making graphics look bad intentionally, but rest assured it will be bland and uninspiring (I can't draw in other way).
Development log
- Prototype v4 - post-jam updateMay 05, 2019
- Minor update - in-game hintsApr 21, 2019
- Update #8 - final versionApr 20, 2019
- Update #7 - improved patterns systemApr 18, 2019
- Update #6 - game end conditions and reinforcement + playable versionApr 17, 2019
- Update #5 - more content for rooms!Apr 16, 2019
- Update #4 - workshops and improved pattern systemApr 15, 2019
- Update #3 - energy comes into playApr 15, 2019
Comments
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I found your game just browsing itch. I know it was released a year ago but I still really like how the artstyle has a lot of clarity in being able to see what is going on. It has its charm in that regard. I think this game could benefit from post-processing effects like Bloom due to the usage of white colors a lot in a dark void. I found in my experience that bloom helps make those colors more crisp in a game like this.
I think gameplay wise I do like how responsive everything feels. I do wish the player speed is faster though especially because moving from room to room feels a bit slow but I do like the transition effect between rooms.
I would probably also make the Energy attract to the player too (similar to other games that have orbs that just go to you) to make the game feel faster and more alive. The game does do a good job teaching you the basics of how to play though :D
You also seem to have have an intuitive idea of how to create silhouettes that are very readable in gameplay and know how to use the right colors for clarity. While the graphics are blend they are functional which makes the game very playable and I do appreciate that a lot.
Hi! Thanks a lot for a comment! Even though game is year old, I'm still working (although really slowly) on its next iteration, so I really appreciate any feedback. I will try out your suggestions (especially one about bloom, as in its current state it still mostly relies on simply colored visuals).
This is probably my favorite game so far. On the first run i used up all my energy in the start room but on the second run i finished it. The random generation makes it interesting, i had fun going to every room and getting like 1000 energy :D
Really glad you've liked it =) I will continue working on this idea, so I hope, in future I will come with better balancing.
Discharge is a nice game because of therea re different types of enemies and you need to be fast to beat them!
When I was looking for the final key I got punched by the tiny robots!