Inspiration
The inspiration is based on Enter the Gungeon, but it takes some of those elements as a dungeon crawler and explores what happens when you add and take away certain aspects of the game. For instance, there are no walls in the game anymore, allowing for cross-room shooting.
What it does
This is a game that one plays.
How I built it
I started off with a random dungeon generator, and expanded to classes, player movement, and enemies from there.
Challenges I ran into
One challenge that I ran into was converting the overall map and scaling it so that only the portion around the player will be shown. Another challenge was the process of getting the enemies to move.
Accomplishments that I'm proud of
I'm proud generally of how it turned out, and especially the artwork, even though it really isn't related to coding. It was fun and took a lot of effort to draw.
What I learned
I learned a lot of things about making code less laggy and more efficient through the use of rendering and cutting down on data usage, which I never really considered before. At one point, the game was so laggy it was unplayable.
What's next for Ghost Extermination
Ghost Extermination is actually the launchpad of a larger game that's not inspired off of Enter the Gungeon but Noita as well, where the guns will be 100% customizable, adding a whole new layer of creativity to the game.
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