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Tropi is a horizontal-scrolling shmup where you play as the titular anthropomorphic rocket, Tropi. As Tropi, you fly over the oceans of Guyana, shooting down creatures that seemed to have sprouted from somewhere in the Caribbean Sea.

Move with the arrow keys while you dodge and attack enemies.

At your disposal, there are three weapons which are assigned to the A,S, and D keys...

  • A-key: Tommy Gun- Does minimal damage, but has a rate of fire that surpasses all other available weapons.

  • S-key: Shotgun- Delivers serious damage to opponents who are within close range.

  • D-key: Magnum Revolver- Fires a single bullet that deals massive damage to enemies. Unlike the other guns, whose bullet disappear after impact, the revolver's bullets don't stop no matter what. Great for dealing with lines of enemies.

Keep in mind that you don't have an infinite supply of bullets in the chamber or magazine. You're going to need reload every once in a while with the R-key. Don't worry about running out of ammo, as each gun has a never-ending amount of magazines. Additionally, every weapon will reload when the key is pressed, no matter what's currently equipped.

This is first game that I ever made, so apologies for anything I overlooked. Please be sure to give any feedback you can and offer any suggestions on how to make this a better game.

I want to make a shooter that features mechanics that can be found in many platformers- a world map, secret areas, and collectable items. I was looking at games like Rayman Origins, Crash Bandicoot, and Super Mario Bros. for ideas on how a game can be structured and provide an experience that's both rewarding and challenging.

I remember one of the co-founders of Naughty Dog said that most successful platformers are those that offer a challenging experience that can be finished by anyone with enough skill and patience, with extra goals to drive more experienced players to push farther (The gems in Crash Bandicoot or the Chaos Emeralds in Sonic). I want to create an experience like that for a shmup, which are often too difficult for me and feel like simple ports or arcade games.

Sadly, this demo doesn't showcase much of what I intended, but hopefully after a couple of updates, more of those proposed features will be seen.

I want to give a shout-out to my buddy, Phil, who created the bass track that can be heard in the level. I know it's not much, but I appreciate the help he did. I also want to thank my students in Taiwan for playing the game and helped me notice some things I overlooked in the programming. I would also like to give a huge shout-out to Otman or otmedia on Fiverr. As I mentioned before, this is the first game I ever worked on and he was able to help me out on a couple things to get this game working. You can find his Fiverr profile at...

https://www.fiverr.com/otmedia?source=order_page_summary_seller_link

I also included the GameMaker project in the download, so, if for some reason, you're interested enough in this, go ahead and tinker as much as you want. Keep in mind though, I used DnD for most of the game, with GML used for only a small portion of tasks. And because this was made while I was learning to use GameMaker, it might be a nightmare to navigate through due to the many objects placed and the variables they possess.

Thank you for playing, and be sure to tell me what you like or don't like in the game.

Take care.

#shooter #platformer #arcade #retro



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Updated a money bag explosion animation. Thoughts?

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Added a new enemy and item for my Defender-inspired level. Let me know what you think of the designs and animations. Are they good? Bad? An abortion?

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I'm currently working on a level in the same vain as Defender or Fantasy Zone. It took a while, but I was finally able to get the controls and basic fundamentals working. Let me know what you think.

I changed the way enemies leave behind coins after getting killed. Let me know what you think. Is it better or worse?

First gif is the new version.

Second gif is the old version.

I’ve been thinking of changing the way enemies leave behind coins after dying. Tell me if this is a good idea or not- the coins fall to the ground and disappear after doing so, giving the player a small amount of time to grab them.

It took a while, but I've finally been able implement a checkpoint system into Tropi.

I updated my demo to fix some small errors when it came to the graphics and restarting the level.

https://gamejolt.com/games/tropi/481810

I updated my level set in the Bonaire Salt Flats. Let me know what you think.

I made a level set in the deserts of Curacao. Let me know what you think?

Updating the level set in the Bonaire Salt Flats. Which do you think looks better?

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