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Releases: Galbenshire/Rebounds

V 0.6 - Game Jam Release

01 Dec 17:15
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This is the game as it was when submitted to Game Off 2019.

Two new levels have been added, for a total of four levels.
(A previous level has been removed due to being a testing ground than an actual level)

V 0.5 - Beta

29 Nov 01:44
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V 0.5 - Beta Pre-release
Pre-release

This is the Sound Update.

Sounds have been added to various actions in the game, such as:

  • Shooting
  • Taking damage
  • Going through menus

The game over screen is also fancier now, but that's not a sound, so don't focus too much on that.

What makes this update a beta, & not an alpha?
Really just my personal thoughts. Usually, software is considered beta when there are no more features planned. However, the destinction between alpha & beta can sometimes be blurry; beta simply just meaning more complete than alpha (This can especially be the case in game development).
I don't plan on adding anything new to this game, apart from levels (at least for the game jam). Hence, I decided this game is now in beta.

V 0.4 - Alpha

27 Nov 00:52
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V 0.4 - Alpha Pre-release
Pre-release

A new (pre)release, and with it comes some changes & additions.

The biggest one gameplay-wise is the addition of barriers. To unlock them, you must find the key that matches their color. This should hopefully allow me to make less linear levels.
I made a new level to test them out.

There is also some upgrades and polish to the GUIs & menus of the game. Most notable being the Level End Screen.
Not only does it now fade to black, it also shows you your score, how many bullets you shot, how long you took to complete the level, and if you didn't get hit during the level.

See how fast you do finish a level... and without getting hit.

V 0.3 - Alpha

22 Nov 00:13
c976d11
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V 0.3 - Alpha Pre-release
Pre-release

There is now both a win & lose condition in the game, because the player can now die.
Pausing is now possible as well.

Some asthetic additions have been made as well.
Bullets have a dissolve-like effect after hitting a wall, and entities will explode after losing all their health.

NOTE: If you tried the earlier versions of this game, you might notice that when your player rotates, it looks different to how it did previously.
I tried a different rendering option in Godot; this one enforces a pixel-perfect resolution. This means that the pixels of a sprite don't rotate if the sprite itself does. Good if you want your game to be NES-faithful (or any other low-bit console).
It does have an issue though, rotated sprites look... strange. For the next pre-release, I'll try implmenting a toggle system to go between the previous render system & this current one.

V0.2 - Alpha

15 Nov 22:29
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V0.2 - Alpha Pre-release
Pre-release

This release makes the game more like a game now.
Major changes:

  • There is now a form of main menu. Right now, it just lists two test levels.
  • Levels can now end. Each level has an end point the player must reach.
  • There are now two types of enemies: Turret ones, & melee ones.

V 0.1 - Alpha

09 Nov 13:24
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V 0.1 - Alpha Pre-release
Pre-release

This isn't much of a game yet, more of a testing area.
Still, I could get feedback by letting people play this.