Thrusterpunch (WIP)
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@bosswave Wow! You really went all out with the game feel. Can’t wait to play it whenever it releases!
@LinkoGames Thanks! Game feel is everything to me lol
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Boss fights will be preceded with dialogue trees between you and the boss you’re encountering. Say all the right things and you’ll “charm” them, skipping the fight entirely and having them join you on your adventure.
Here’s some rough early concept art for a few bosses and a rough concept (top middle) of the player.

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Boss fights will be preceded with dialogue trees between you and the boss you’re encountering. Say all the right things and you’ll “charm” them, skipping the fight entirely and having them join you on your adventure.
Here’s some rough early concept art for a few bosses and a rough concept (top middle) of the player.

@bosswave very impressive.
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Boss fights will be preceded with dialogue trees between you and the boss you’re encountering. Say all the right things and you’ll “charm” them, skipping the fight entirely and having them join you on your adventure.
Here’s some rough early concept art for a few bosses and a rough concept (top middle) of the player.

@bosswave Ah I love the character designs! Do you happen to have a Twitter I could follow?
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@bosswave Ah I love the character designs! Do you happen to have a Twitter I could follow?
@LinkoGames I just made one, actually! I think it’s breaddslap lol
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Woah! This is one of the most impressive things I've ever seen.. It looks like an actual game that was made by a team, but it's Indie!
@RobinsonX Thanks, that means a lot! After 6-ish months, It’s still in pretty early stages lol. I suppose that’s the difference between working with a team and working independently.
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@RobinsonX Oh probably not lol. Once I finish laying down the groundwork, I’m hoping things will start moving along more quickly. The game art is probably going to be the most time-consuming if I’m being completely honest
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A peek at the second world in my game. Vines that slow your movement are scattered throughout the levels. Enemies in the gif are placeholder world 1 enemies.
Also, I believe an upgrade is active in this gif that returns a second of oxygen for every gem collected. That’s why the timer does a little jump lol.

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This looks awesome! I love the style and the colours.
The little animations/effects are soo good, looks so satisfying. -
@Hamed I actually just have an object (that takes up the whole screen) with a hole cut out of it following the player. I set the object’s color to match an existing color in the scene’s background and... that’s pretty much it lol. Nothing too fancy. Masks would be awesome, though!
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Very inspiring. Im going to make a short post on how my game is turning out as well. I love seeing what can be done with hyperpad.
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Hello, everyone! Since maybe February, I’ve been working pretty hard on a new game. I have a thing for roguelikes/roguelites and I’ve been wanting to make one - start to finish - for quite a long time now.
I love Nuclear Throne and Void Bastards so I decided to try and make a combination of the two games. So without further ado, I present Thrusterpunch.
Thrusterpunch is a space-shmup bullet hell with roguelike elements and bosses you can “charm”. With simple two-button controls, destroy your enemies by firing projectiles from your thruster with roughly 20 different weapon types from rapid-firing bulletstorms to deployable proximity mines and even just... straight up boomerangs.
With four different worlds planned (each with their own roster of enemies), random world generation, nine different planned bosses to fight, 30+ upgrades, and 20+ level modifiers, I’m aiming to make this game as replayable as possible.
Current progress:
-Player movement refined and polished
-World generation fully functional
-Destructible environment
-Health and Oxygen pickups
-(3) Different enemies
-(2) Environmental hazard types
-(18) Different weapons
-(2) worlds playablehttps://s8.gifyu.com/images/66DAFBA4-4594-467E-B261-337CE18B5AC2.gif
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I haven’t worked on this project much due to some bugs and also the intimidating obligation of reworking some major mechanics to optimize the game (like world generation). But I thought I’d share a gif demonstrating a few things like:
-Running out of oxygen slowly causes damage
-Collecting 50 gems permanently increases your health
-There’s an exit portal (and it works)
-Hovering over an exit portal prompts a loading bar to appear around it, demonstrating your progress towards successfully using it (this same mechanic goes for collecting health, oxygen, and weapons to put more pressure on the player in stressful situations)
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I haven’t worked on this project much due to some bugs and also the intimidating obligation of reworking some major mechanics to optimize the game (like world generation). But I thought I’d share a gif demonstrating a few things like:
-Running out of oxygen slowly causes damage
-Collecting 50 gems permanently increases your health
-There’s an exit portal (and it works)
-Hovering over an exit portal prompts a loading bar to appear around it, demonstrating your progress towards successfully using it (this same mechanic goes for collecting health, oxygen, and weapons to put more pressure on the player in stressful situations)
@bosswave i love the screen transition effect when it exits the room.
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