I made a superbly stupid game. It’s a medieval combat game, with swords, shields, spears, and arrows. Ragdolls, gore, onions, and yetis abound! … Yeah. Also, procedurally/randomly generated “castle” maps, 3 teams, impale physics, soda dispensers. And sounds. Dismemberment is also a thing. And lots of blood, be warned.
Two random iterations from the map generator, which allows for, well, everything to be adjusted. Tower height, diameter, bridge lengths, # of towers, height displacement, randomization factors, XY displacement…
wow this is really cool! i love the madness going on in the screenshoots! maybe you should add a skydome and a background with some trees so it doesnt look so empty, keep it up!
Such kind words! I, my friend, happen to have my hat at this moment, so I will offer YOU a sincere … eh… tip-o-the-hat. Yeah. Seriously, genuine thanks!
-I’ve been working on this in my free time for the past two weeks, roughly; a little less, perhaps.
-Heheheh (actually, the game DOES in fact run at 60fps fullscreen on this lousy old macbook of mine, but lots of people means lots of blood, which means lots of physics, which means lag. If you kill the blood, it actually runs totally fine.)
-Yes, yetis, the greatest wonders of the universe. Right now they appear out of mid air, but in the future you’ll have to throw onions hard at stuff to get 'em to split open, and then there’ll be about a 1-in-10 chance of a Yeti coming into existence from its onionesque embryo.
… Yeah, I’m kinda just adding whatever comes to mind, so it doesn’t make much sense.