DOOMFISH
Overview:
DOOMFISH is a 2D top-down sidescroller roguelite set in an ever-shifting mystical ocean world called the Sea of Seas. DOOMFISH's wrath has spread DOOM throughout the Seas, corrupting the Wyld and the many entities that inhabit it, unbalancing the forces of nature. Battle against corrupted Plants, Creatures, Merpeople, and many more as you chase DOOMFISH deeper into the Seas. Form bonds with these beings and manifest those bonds into powerful weapons, allies, and abilities that help you explore further and uncover the mystery of the Seas and defeat DOOMFISH.
CONTROLS:
Attack: left click, or square (ps4) /X (xbox) on controller
Special Attack: right click, or circle (ps4) /B (xbox) on controller
Dash: space bar, or X (ps4)/ A (xbox) on controller
Restart: R, or RT (ps4/xbox) on controller
[hint: you can dash through walls and enemies! it's a bit buggy, but as long as you have a little momentum going into the dash it will work :) ]
SUPPORT:
If you would like to support the project, please follow me on Instagram and Twitch for updates and livestreamed development. This will help the project reach a greater audience.
A big thank you to my friend Marcelino for assistance outlining and designing certain mechanics, and to my brother Cameron for the music, sound design, and a couple animations. This project could not exist without support from my friends and Twitch community, so a heartfelt thank you to everyone who has come by the streams and kept me company while I lose my mind.
Status | In development |
Platforms | HTML5 |
Author | mindLess Entertainment |
Genre | Adventure |
Made with | Godot |
Tags | 2D, Bullet Hell, Dungeon Crawler, Fantasy, Pixel Art, Retro, Roguelike, Side Scroller, Singleplayer, Top-Down |
Average session | A few minutes |
Inputs | Keyboard, Mouse, Xbox controller |
Links | Homepage |
Development log
- DOOMFISH Devlog #00246 days ago
- DOOMFISH Devlog #00154 days ago
Comments
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Some pretty sweet manta ray (or stingray?) animations.
I think the combat would really be improved with some kind of enemy-hit feedback, like flashing a color or knockback or something, its tough to gauge the range of your attacks as-is.
Thank you, i was very proud of the scorpray animations :)
A am planning to implement knockback and a hit flash in the next update. there are sound effects that play, but they are not distinguishable enough in the mix. I'll also try and put a little juice into the player being hit.
Thanks so much for your feedback, i truly appreciate it.
If there's a way to activate the temple door, I couldn't figure it out. Also it seems there's nothing to right-- eventually you hit a black wall. Good luck on your future progress!
no way to activate the temple door yet - just a teaser for now ;) there is indeed nothing to the right, i made that area just to show how the world would be shaped eventually as more content is added. Thanks so much for playing and leaving a comment!