question:

the background is prerendered ?

    el_malo The background is composed of voxels. Everything is destructible.
    I developed a tool to generate part of the scenery procedurally (mountain ...) else I use Magicavoxel for the cities.

      My custom tool for procedural part of the level, all is saved in custom file format (voxels volumes) and loaded into godot.

      a month later
      johann changed the title to Nexus Storm .
      7 months later

      johann Awesome! I'll try it out this weekend!

      This game simply looks slick !!! I'll see if i can play the demo if i have time !

      9 days later

      Finally got the time to try this out! I had a blast! I topped a score of 79100 Level5.

      Some feedback. For some reason, the music was turned down to 0 as default.. I had to turn it up myself. I thought the game had no music until I stumbled upon the setting.

      Also, I turned on the fullscreen. But I couldn't switch back to window mode.

      I don't really understand what the megashoot does?

      Some visual feedback,

      • I would probably make the explosions pop i bit more instead of just having the cube particles fall down.
      • Maybe also for the enemies either put play a little with fresnel shading or make then slightly emissive. Just to make them pop a bit more from the background. (same goes for the pickups)
      • Make the score a bit brighter so it pops i bit more.
      • The resolution of the background could be higher, it feels a bit lowres and pixelated right now.

        MikeCL Thanks for testing :-)
        I'll fix the music volume and fullscreen options and make your visual feedbacks.
        For the megashoot, you have to hold it down for a few seconds... the ship will pull debris from the ground, then you can throw the debris towards the enemies.

          johann For the megashoot, you have to hold it down for a few seconds

          aaah.. I see. Yeah, maybe also put a stronger indicator (FX or something) to show the mechanic. And perhaps have it explained somehow to the player that the button should be pressed down to "charge" it.

          Looking forward to seeing those improvements. 🙂