Some kind of critter is overrunning your forest!

We can't tell exactly what because the graphics quality is too low (and yes those are trees).

Shoot first and ask questions never!

WASD or Arrows to move

Left Mouse to shoot

Space to look at map

Made for itch.io/jam/bevy-jam-4.

Post-Jam Update

A lot of polish that I couldn't get done during the jam:

  • Touchscreen and gamepad support! Game runs well on mobile, and gamepads support...
  • Multiplayer!
  • Menu supporting pause and restart.
  • Harder difficulty setting.
  • Other polish like smoother camera, zoom controls, physics fixes, prettier particles.
  • Sadly still no sound.

Full controls:

Movement: WASD / Arrows / Left analog stick / D-Pad / Touch on left side of screen.

Aiming: Mouse / Right analog stick / Touch on right side of screen.

Zoom: Plus and Minus keys / Left and Right shoulder buttons / Drag the zoom controls on screen.

Pause Menu: Esc / Start / Select / Tap top left icon.

StatusReleased
PlatformsHTML5
Authorkaydensigh
GenreAction, Shooter
Made withRust
Tags2D, Low-poly
Average sessionA few minutes
LanguagesEnglish
InputsKeyboard, Mouse, Gamepad (any), Touchscreen
MultiplayerLocal multiplayer
Player count1 - 8

Comments

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I kinda dig the vector style and the subtle critter animations.

I cleared out all but one of the rooms. I made a major mistake pretty early on and had to play on eggshells with 1hp, really hoping one of the (things) would heal me.

I was very deep in when I even realized that they were upgrading my weapon.

My main issue with the game is the camera. It's a bit.. barfy for me. Workable if I played in a way that minimizes mouse movements, but pretty bad if I try to dodge and aim.

Thanks for playing and for the feedback!

Yeah the camera needs polish. It also jumps when the mouse leaves the canvas. At the moment I calculate the camera location based on the mouse position, but it really should be a stored location so that its movement can be smoothed out and remain in position when the mouse leaves or when you bring up the map. That would also allow zooming smoothly between the main view and the map view.

For the upgrade system, I actually had a scheme that made it more obvious from the first upgrade but I didn't like how that looked and changed it last minute. I have an idea now for how to make it work both ways.

I shot first, but I still have questions.