A downloadable game for Windows

Squid shooter in squid space 

NOTE: Please play AA_Updated, it was finished 3 hours after the deadline and has many improvements and balancing tweaks. If you would rather play the version that was submitted two minutes before the deadline, please play AA.


Get the soundtrack here!

Credits:

Programming by grimurex

Music by Theero

Spritework by SleepySage

StatusIn development
PlatformsWindows
Release date Jun 19, 2022
Rating
Rated 4.0 out of 5 stars
(1 total ratings)
AuthorGrimurex
GenreShooter
TagsBullet Hell, Shoot 'Em Up, Space
Average sessionA few minutes
LanguagesEnglish
InputsKeyboard
AccessibilityHigh-contrast

Download

Download
AA.zip 9 MB
Download
AA_updated.zip 9 MB

Install instructions

Arrow Keys - Move

Z - Shoot

X - Roll

Shift - Slow down

C - Upgrade

Options to change controls will be added soon!

Comments

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hi-score
not sure if it's a good score, but it's 18000%
higher than the default hi-score ^·^


pretty simple yet pretty fun game!

(1 edit) (+1)

lil feedback:

  • a pause menu would be welcome
  • a controls introduction would be nice too (I had no idea you could dodge or focus till I looked at itch.io again)
  • if you hit C to upgrade a MAXed-out upgrade, it'll still spend your points T_T
  • the boss is a big ramp-up in difficulty compared to the enemies, it could help to make the boss easier make the enemies more difficult >:)
(1 edit) (+1)

I'll definitely add a lot of those things in a future update, I hadn't simply because of the fact that I didn't have quite as much time as I would've liked (I ended up discovering the jam two days before the deadline, haha) and I was aware of the upgrading a maxed-out upgrade, the reason for that is actually quite simple, because I was rushing and had a lot of "magic numbers" (numbers without variables attached to them for easy changing), the upgrade button thinks the max upgrade something can be is 4, when I reduced it to 3 due to time constraints. As well, there are two extra powerups that weren't able to make it to the end, that being LASER and ULTRA.

The big reason for the difficulty spike with the boss was also due to the fact that initially, the game was intended to have a "wave" system that would cause enemies to become more frequent and clump together more as you approached the timer, but my idea for it was too refined to implement in time (you were also meant to take 3-4 minutes to reach the boss, but I shortened it to 2 to make sure it didn't get boring with the lack of variety)

Also yeah a pause menu is more than feasible I just forgot 💀

(I also plan on making the roll give you i-frames, I hadn't done this as I feared it would be too powerful but given how the roll does not allow you to graze and throws off your aim, I think it's way too underpowered in its current state)

ye I do that a lot too, start a jam entry way too late and end up rushing quite a bit '^^)
you still pulled it off pretty well👌

you mentioned a lot of what I thought of while playing, like "shouldn't dodging have i-frames" was literally a thought I had so they're probably all good ideas xD

go forth!