Metroidvania-like 2D game using Godot Engine, currently in a prototype, proof of concept state. You can download the dev builds here: itch.io link
All graphical assets are placeholders and will be changed. (credits below)
- Basic player movement
- Jumping
- Double jumping
- Wall jumping
- Climbing
- Ducking
- Dashing
- Combat
- First ranged weapon
- Punching/close range combat
- Multiple ranged weapons that player can switch on the fly
- Enemies
- Being able to die
- Basic enemy (walking back and forth, damage player when touched)
- Shooting enemy
- *Aggro/following enemy
- Passive obstacles (fire, spikes etc.)
- NPCs
- First NPC
- Dialogue system
- Dialogue choices
- *Basic quest system
- H.U.D.
- Display health
- Display current weapon
- Stages
- Stage changing with persistent player state
- Death barrier below the stage
- Smoother scene transition
- Multiple stages/areas to test different features
- Misc.
- Basic menu to pause, close or restart the game
- Game over screen
- *Placeholder sound effects
- *Splash screen with my logo 😎
* May be dropped from the prototype's scope
Please refer to this list before you submit a new bug report!
Framerate breaks player's movement physicsOne of the stage_1 enemies can somehow become immortal- Enemies don't always detect edge of the platform correctly (thus they are walking in the air sometimes)
- You can experience some camera jittering (especially in the Linux build); it's a known Godot's problem. It will be investigated and fixed later.
Placeholder assets:
- Player spritesheet by Arks: itch.io link
- Stage background by Aethrall (and edited by me): itch.io link
- Tileset by Arks (older version used): itch.io link