Tear Them All - A Silly MSPaint-Doom inspired Shooter

Godot handles frustum culling automatically, but the game uses dynamic lighting instead of baked lights. Since it’s a small arena shooter, I haven’t added heavy occlusion culling. Dynamic lights running at a super high screen resolution is a brutal combo for laptop GPUs. I think lowering the resolution should give you a decent FPS boost.

that helped but my fps is still bad on my pc

When’s the full release coming and will it be free?

Full release is coming out this September and yes, it will be completely free on Steam.

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will there be multiplayer? and if not suggestion add multiplayer please

multiplayer isn’t planned. the game is entirely designed around a single-player experience. with the full release coming up so soon, multiplayer is completely out of the current scope. thanks for the suggestion though.

all good but also the leader boards are not working :frowning: just wanted to let you know

are you looking at the large leaderboard book or the small notepad on the menu?

currently, the large global leaderboard (the big book) is intentionally capped at displaying the top 50 players. however, the small notepad leaderboard is designed to show the “around you” stats, so you should be able to see your exact rank and score there even if you are outside the top 50!

i’ll be increasing the limit for the large global leaderboard in the upcoming full release. thanks for the feedback.

he small note pad it stays loading i let it sit for 1 hour and 34 minutes nothing happended

it requires an active connection to steam to fetch the scores. are you by any chance playing in offline mode or disconnected from steam? if it can’t reach the steam servers, it will unfortunately just stay stuck on the loading screen.

thats it thats the problem im offline


I added a Custom Enemy Creator. Here is a quick breakdown of how it works:

Before you start drawing, you set up the enemy’s logic and stats. You pick a movement type (walking or flying) and an attack type (melee, ranged, exploding, or charger). The UI actually adapts to this: for example, it hides the attack and projectile animation tabs if you choose an exploding enemy. You also set health, damage, speed, and attack cooldown using sliders, and the game automatically calculates a “score” reward based on how tough you make them.

For the drawing part, players can pick canvas sizes like 48x48, 48x64, or 64x64. The canvas itself is a TextureRect displaying an ImageTexture. To stop fast mouse movements from leaving dotted gaps, I used Bresenham’s line algorithm to draw smooth lines between mouse positions. It also has a flood fill tool, eraser, and an undo/redo history stack.

For animations, every state (idle, attack, die, etc.) uses a simple 3-frame loop. I added onion skinning and a shortcut (C) that instantly copies the active frame to the next one, making simple animations super fast to draw.

When saved, it stitches the frames into a PNG spritesheet and saves the stats into a config.json. In-game, it loads the sheet, splits it back into AtlasTextures for a SpriteFrames resource, and automatically adjusts the 3D collision/hitbox sizes based on the chosen canvas dimensions.

Still polishing a few things, but seeing custom drawings instantly turn into functional 3D enemies has been super satisfying! What do you guys think?

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Spent the last week making the second map: Crayon Island.

I wanted it to be more colorful than the first arena and ended up making a bunch of models I’d never tried before (treehouse, ring bridge, etc.). It was actually really fun to put together.

Still some polish left, but fighting on it already feels good. What do you think?

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The 3D trees mixed with this flat pixelated are bit odd to my taste.

Maybe try reuse tiles from previous map with colour

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I also don’t think this map is going in the right direction.

  • It’s so open that it’s easy to mow down enemies
  • Artstyle is nothing like Doom now
  • The map’s setting also isn’t anything like Doom

Appreciate the feedback! I feel like tiled ground wouldn’t really fit the “island” vibe I’m going for. But I’ll keep tweaking it to make it blend better!

Just to clarify the title, the “Doom-inspired” tag is strictly about the gameplay (fast movement, 2D enemies). The art style is intentionally the exact opposite: a silly MS-Paint world :smiley:

As for the map, it actually has a lot of obstacles, jump pads, and an elevated bridge system around it to break line of sight, but I’ll make sure the combat flow feels right. Thanks!

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OK, now that I understand that, I like it quite a bit more, but share the same concerns that artemisia offered. Regardless, it’s your game, so carry on; let’s see how the finished map turns out before I judge.

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Tear Them All is releasing for free on September 22!

It started as a small game jam project and grew into a full Steam release.

I just posted the release date trailer:

I’ve updated the Steam page with new screenshots and GIFs too: Tear Them All on Steam

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Congrats! This looks great. Wishlisted and will be playing on the ol’ Steam deck

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