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Downloads (contrary to what GameJolt states above, it's playable, but it's still a work in progress and somewhat unstable): https://github.com/Ohmnivore/SkullRush/releases
SkullRush is my love song to multiplayer gaming. Multiplayer was always what itās about for me. I mean, I like good story-driven games and whatnot, but nothing matches the feeling of blowing out your friendsā brains in a deathmatch.
If I had to sum up SkullRush, Iād say itās a 2D online multiplayer platformer shooter. Yeah, itās that cool.
The game is dead-simple: open the client, connect to a server, and blast stuff. Thatās all I can guarantee, because mods are a big thing in this game, and they can change the game upside down. In short, the client acts as a canvas of sorts, and the server has almost complete control over the gameās graphics, sounds, and logic. This means that thereās out of the box support for custom game modes, custom maps, custom weapons, custom game entities, custom graphics (that can even override the default game graphics if you want) and much more.
In fact, the official game modes are written as mods, and since the game is open-source, the modding SDK isā¦ the source code! Yeah, itās not a joke; SkullRush is licensed under GPLv3 (some things it depends on are licensed otherwise, but yeah the source code is GPLv3).
Although it doesn't have complete artwork yet, or crazy engine features, or anything of the sort, what it does have is fun. Indeed, in the couple of LAN sessions Iāve had with friends, we have discovered that SkullRush is thrilling despite its flaws. And donāt worry, I have tested the game on worse network conditions than LAN (it seems to do fine even at 80ms, canāt guarantee great smoothness beyond that).
Since Iām an honest dev, Iāll have you know that the game isn't perfect (it's not finished though). There are bugs that lead to crashes. Although I have set up a journaling system that sends me crash reports, itās tough to catch 'em all. Also, the game doesn't look as polished as an AAA title. Finally, itās Windows-only. I've tried running it on Linux with Wine, but I encountered several issues and concluded that it was probably not feasible. I would be glad to provide support for other systems, but the problem is that I donāt know how to compile my networking library for things other than Windows: https://github.com/Ohmnivore/HaxeNet
#shooter