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Gush is a dungeon brawler game built with Kaboom.js on Replit.com for a 1729.com contest.

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Gush

Gush is a dungeon brawler game built with Kaboom.js on Replit.com for a 1729.com contest.

You can play it on Replit, or fork the code and make your own version.

Features

  • Seven playable characters with unique weapons
  • More than a dozen enemy types
  • More than a dozen levels, large and small
  • Scripted challenges within levels
  • A scripted boss level
  • Collectible coins, used to unlock characters
  • Flasks that restore health, give shields or DEADLY BURPS
  • Chests may have coins, flasks, nothing, or something else...

How to play

Use a gamepad controller for the best experience.

Or, use keyboard & mouse, or keyboard alone.

Some characters can shoot: aim with right analog stick or mouse.

  • Gamepad: Left analog stick to move, bottom button to attack, right side button to burp.
  • Keyboard & mouse: WASD (or arrows) to move, SPACE to attack (or left click), B to burp (or right click).

Tools used

Graphics

Sound & Music

Feature Tracker

Essential features

  • Red flask restores hp of course
  • HP is always in increments of 1, each 1 represents half a heart
  • Blue flask gives a shield on top of HP
  • Green flask gives charges of Power Belch, burp kills enemies around player, small one charge, large 3 charges
  • Chests can contain flasks or coins
  • Show coin count on UI
  • Multiple characters with different health & weapons
    • Coins can be collected through multiple game runs to unlock more characters
  • Current level can be reset when player dies.
  • Different levels
    • Use more tiles: banners, fountains, slime, traps
    • Load next level at ladder down
    • Different level rotations for each character
  • Triggered events & boss fights
    • Walking over trigger sets off scripted events for the map
    • Rooms can be closed off with crates blocking exit until event finishes
    • Music changes for certain events
  • Music for each level (simple music manager w/ crossfade)
  • Select/unlock character screen
  • Game over/reset level screen (YOU DIED)
  • All characters added with different weapons
  • Full map rotation for each character
    • 2 full maps (designed for each char)
      • sniper gallery with crevasses for shootie pie
      • narrow hallways and big open areas to dash around for Pokey
      • mix of the above two for lizzy's cleaverang
      • huge waves of monsters to smash with crushy hammer
      • big concentrated waves to explode with fireballs (floating platforms with lots of projectile enemies?)
      • lines of enemies for lazer wizard, narrow passages, maybe chase areas that close behind and let you run ahead of chasing enemies
    • 2 random treasure rooms between them (3-5 small rooms like this are good, some with a mimic, some with flasks, interesting layouts)
    • 1 boss fight (probably same one for every char - big demon, waves of enemies, bullet hell, need 3 big burps to win, announce to tell player what to do)
    • golden flask treasure room for end game (with some announce flavor text, congrats etc)

Character classes:

  • Swordy Boi - starting char, all other are unlocks. decent sword, decent hp
  • Shootie Pie - decent bow, decent hp
  • Pokey Elf - killer spear, dash attack in one direction, mediocre hp
  • Smashy Dino - slow, powerful attack with big hammer, great hp
  • Lizzy Butch - throws meat cleavers, slow & powerful
  • Burny Mage - cast fireballs, heavy dmg, low hp
  • LAZER WIZARD - laser attack fires through enemies, good dmg, low hp

Monster AI

  • Basic monster movement AI
  • Necromancers raise armies of 1 hit skeletons
  • Orc Shaman can heal their friends
  • Mimics lie in wait, then bump you back and chase you
  • Demons cast fireballs at you

Nice to have

  • Scooty Poke leaps backwards if he ends overlapping an enemy
  • save health/shields/burps between levels (except on boss - empty burps)
  • Meat Cleaverang for Lizzy
  • Force 1.5 aspect ratio no matter screens size
  • Better monster spawn/despawn (save position to objConfigs, improve framerate maybe)
  • Controller support
  • Minimap
  • Interim treasure levels
  • Add announce names to levels, some triggers
  • Main menu screen
    • Logo intro animation
    • sound/music adjust
    • control remapping (maybe not worth it)
  • Win screen & credits
    • Show stats: gold collected, flasks collected, monsters killed, damage taken/healed etc.
  • Simple tutorial messages on game start (only show once, turn off in localStorage)
  • Store player's last attack dir so attacking while stationary feels right
  • More sound effects
    • player footsteps
    • more sword swings
    • monster noises on attack engaged
    • specific monster type noises when hit
    • arrows bounce off walls
    • heartbeat when health is low
  • Some enemies drop a skull as a visual effect (non-interactive).
  • Pause menu with options
  • hp bars on damaged enemies
  • restart from last "checkpoint"? (last trigger point - hard to implement)
  • mouse aiming and click to fire

About

Gush is a dungeon brawler game built with Kaboom.js on Replit.com for a 1729.com contest.

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