This is Challenge 4 of the 20 Games Challenge.

Handling the physics was tricky in spite of the seemingly simple game. And Godot's collision disabling can get wonky so I had to add some workarounds.

Learned a lot of new things:

1. Letting go of direct control and learning to trust the physics engine by applying force and torque to RigidBody2D

2. Decoupling components that could live longer than an entity (sound effect and particles) by either hiding the entity or put the longer-lasting component under a different parent.

3. More simple pixel art practice.

4. It's not easy to not take shortcuts when coding. I did take a bunch of them in this project, but I need to remind myself that's not advisable in a serious project especially if the project is large and commercial.


Credits (a big thanks to them for sharing their work)

BG music by Incompetech (Space Fighter Loop)

Thruster sfx by Pixabay

Boom Geomorphism by Submority

Laser sfx by Pixabay

StatusReleased
PlatformsHTML5
Authorwzwy
GenreAction
Made withGodot

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