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.
In later versions, levels will have randomly generated and placed enemies that create unique combinations of interactions. For now, everything is placed by hand. Please leave feedback on the difficulty and organization of enemies. Additionally, the colors of the decorative korals and grasses are definitely distracting during fights - the next build will change these colors to be less competitive with enemies.
CONTROLS:
Attack: Left Click, or Square (ps4) /X (xbox) on controller
Special Attack: Right Click, or Circle (ps4) /B (xbox) on controller
Spin Attack: Q
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 :) ]
GENERAL ADDITIONS:
- TWO new plant enemies:
- Splonge
- Sawgrass
- FOUR new fishie entities
- Hastefishie - provides a temporary attack speed buff
- Swiftfishie - provides a temporary speed buff
- Ragefishie - provides a temporary damage buff
- Lyfishie - heals 25 hp
- Third ability for the player, the SPIN ATTACK (Q)
- Knockback for all moving entities
- Hit flashes for player and entities
- Decorative corals on rocks
- Shadows for all entities and buildings
- Smoother player controls and movement
- Balanced player and entity hitboxes
- Standardized damage from discrete (half/full heart system like Zelda, Hollow Knight, etc.) to continuous (like Hades). Balanced enemy damage.
KNOWN BUGS
- When pulled into Splonge and the player’s velocity floats around 0 vector, it can go to idle state by force and not be able to attack for anywhere from a few frames to a few seconds
- Moving in the opposite direction during attacks can occasionally cause your attacks to render in the wrong direction until you move again.
- Knocking back a scorpray while its projectile is still alive will also knock back the projectile because it's a child of the scorpray in the game architecture.
SUPPORT:
If you would like to support the project, please follow us on Instagram (@mindless_ent_) and Twitch (@DOOMFISHdev) for updates and livestreamed development. Our goal is to build a great big community of lovely people supporting each others' projects and putting intention into their own work.
A huge thank you to my brother Cameron for the music, sound design, and a good few animations. Thank you as well to my friend Marcelino for helping me design the game's architecture and being a resource for questions. Most of all, thank YOU for playing! Please leave comments and interactions that will make the algorithms happy. We really appreciate your support and have fun playing!
Updated | 12 days ago |
Status | In development |
Platforms | HTML5 |
Author | mindLess Entertainment |
Genre | Action |
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 |
Download
Development log
- DOOMFISH Devblog #00312 days ago
- DOOMFISH Devlog #002Oct 06, 2024
- DOOMFISH Devlog #001Sep 28, 2024
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!