Top-Down Metal Shooter -Rogue-Like/Lite- Prototype 1st Godot Project

Hi,
my first game on Godot-Engine i´m wokring on :slightly_smiling_face:
Free for everyone to test.

download link: Top-Down Metal Rogue-Shooter -Prototype- by MegaTedd

Videos: https://www.youtube.com/@Metal_Shooter.

Discord: Discord

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Really like the theme and the graphics, due to the perfect mix of smoothness and the top-down shooter concept. The UI though pushes engagement only to adults, duo to the 1990’s style

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Hi, thanks for your feedback.
That’s exactly what I want to target with this game.

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I like the HUD UI, the ammo bullets and dash indicators.

For the zombies’ path logic, I think you can make them more engaging than a straight line.

I saw a youtube video where a guy ‘randomized’ a bot’s “target” position to be within a certain radius of the player. So they dont run straight to the player, just offset somewhere but still close.

If you’re really cool, you can have the zombies ‘calculate’ the direction and speed of the player to ‘intercept’ the player in the direction they are running.

Lots of things you can do regarding the chase logic. If your level design is going to be complex, you can have even further logic about cornering or flanking the player.

Look up a youtube video about pacman’s ghosts behavior. Each ghost has a ‘strategy’ when it comes to chasing the player. And this logic is performed on very minimal hardware decades ago.

Keep up the good work

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Hi zac.
At first, many thanks for your feedback. :+1:

Yes, the zombies have too easy movement at the moment.

I will keep your suggestions.

Thanks for the the “Ghosts-AI of Pacman” info. Find some videos of this.

Hey, I think you’re building on a really solid foundation here!

One fun idea: maybe let the player toss a hunk of meat or a small animal to distract zombies — could lead to some cool strategic moments.
Right now the firing feels a bit soft… maybe juice it up with extra muzzle flashes, some shake, or snappy sound design? Make it feel chunky.
Also! At the end of each level, what if you offer the player a choice between three random upgrade cards? Stuff like faster movement, higher fire rate, piercing bullets — you name it. Adds variety and replay value in a lightweight way.

Just some ideas! Keep it up — this is already looking promising.

Hi redflare.
Many thanks for your feedback.

Yes, I plan something like sender/marker-Gadget (or just meat :sweat_smile:) to distract enemies.

For the weapon sounds, I must see where I get better ones.

For the Player-Upgrade: Maybe Cards or a small talent tree. Or just equipment with other stats and buffs. Let’s see.

Thanks :+1:

With weapon sounds, yes there’s many free sounds you can use but also consider using Audacity ( or LMMS if you know more about sound production ) to switch up the pitch/tempo/layer/other properties of existing sounds. You’d be surprised of the cool things you come up with by simply overlapping a couple interesting sounds together and adjusting random sound levels

Yes, using Audacity at the moment. But only for a small sound edit. Thanks for the info on LMMS. Will test this open source, too. :+1:

New Test-Version of my current game is ready for download. [ v.0.1.7 ]

  • New Enemies
  • Weapon overhaul (Range adjustment etc.)

DOWNLOAD:

NEW GAMEPLAY VIDEO:

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Hi. A new test demo of my shooter is out (v.0.1.8).

Fantastic work, my friend! Were you the one who made the artwork? I’d love to know who did it — I’d be interested in getting some tips for my project.

Thank you very much.
I drew everything myself in Inkscape as vector graphics.
The animations and pixelation were then created in Godot.
If you have any questions on this, let me know :slight_smile:

Hi, a new version of my game is available for download for testing.

It now includes grenades and an inventory system.

Check out the trailer. (And leave a LIKE if you like it.)

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I’m not sure what stage of development this is in, but I’ve just jotted down anything that caught my attention. It’s overall quite fun already, but it feels a little slow, maybe due to the small arena (which means less mobility → lower speeds) - it works in the first “world” (I died at the boss), but I suspect you may run into problems when scaling the difficulty up without enlarging the arena. Of course for all I know, there are already later, harder levels that work fine :slight_smile:

Notes:

  • Nice with the shoot-offable limbs :slight_smile: Suits the theme.
  • Ending a round with a button outside of the play field (on the left no less, which is traditionally “back”) was a little confusing.
  • The shop interface is a little wonky too. It’s hard to describe why exactly, but putting the players cash in the store area of the UI might help. Functionally it works fine, and item stats are pretty easy to understand without a tutorial.
  • It would be nice to change the music track each level, and have a separate track for the menu too. The music kind of loses its intensity when it’s non-stop, and you get less variety. If the music is AI (it sounds quite generic), it shouldn’t be too hard to prompt slightly different production per track either, which would give a sense of variety. The music is in the title of the game - it deserves attention.
  • Dropping equipment (ie a weapon) on a full slot should swap the equipments, rather than having to unequip, then equip. I’d say it’s a universal convention in games.
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The action is pixel graphics so I would suggest making the UI using the same resolution. Text could be an exception as making small readable text in a pixel graphics game can be quite difficult. But in my opinion having the same graphical look both in action and in UI would be better.

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Hi phoenixdk. Many thanks for your big feedback!

It’s an early stage of development. Nothing in this state must be final.

TO YOUR POINTS:

  • I redesign the buttons on the Ending/Reward screen (see picture)

  • I put the player’s cash in the store area of the UI

  • Yes, I think the shop screen is a little wonky, too. :smiley:
    It’s definitely not final.

  • Yes, I am planning for the music to be dynamic at the current game situation/state or current menu. This will be coming in later versions.
    At the moment, all music tracks you hear are from some friends of mine who are playing in a metal band. No AI.

  • I will implement “Dropping” equipment from slot to mouse (swap). It’s on my list. :slight_smile:

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Hi Dizzy_Caterpillar,

Thanks for the info. Maybe I’ll try out a pixelated version of the menu later for comparison.

It’s on my to-do list.

Cool! Who’s the band?
Hopefully they have a back catalog already - in my experience a tight, well-produced metal track takes more time to write, record and produce than most genres.

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Band: Left Betrayed

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