Game
Omnipotence
10 years ago

Omnipotence 2.0! (Oh Snap!)


I’m really happy with all the feedback on the first game I’ve ever made, Omnipotence. I figued it’d be buried in obsurity, and pretty much be forgotten before even being known. Last night though, Omnipotence hit 200 plays, and while to some that may not mean a lot, it’s very exciting for me to know that people are taking interest in something I’m becoming very passionate about!

Omnipotence was a weekend project to learn how Unity (and game logic in general) work, and because I had no idea what I was doing, the code was horribly sloppy, and I would skip on to the next mechanic without fully finishing the current one, just to be able to finish a game before getting burnt out. The particle effects were boring and blurry, damage was very poorly implemented, and didn’t work often, and the biggest complaint; the game was too hard.

So I rewrote everything from the ground up, and built Omnipotence into the game it should have been from the start.

Enough with the monologue, though. Here are some of the many changes in Omnipotence 2.0!

  • Rewrote enemy ‘AI’ and movement system for all objects (The game feels a lot ‘snappier’ and gives you better control)

  • Added Spinny Cube drops for points instead of points by kills (Each enemy drops a different amount of cubes. Some have a chance to drop extra!)

  • Completely updated graphics / music (Sharper spikes, rounder circles, prettier colors, and amazing music and effects by Buffer Strike)

  • GameJolt Leaderboards!

  • Some other stuff I can’t think of!

Basically everything is different, but those are the biggest changes. Big thanks to Buffer Strike (http://www.bufferstrike.com) for the music!

I really hope you guys enjoy the update, and please leave any feedback or suggestions you have so I can make this game great!

<3 c;



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