Sumash
Sumash is a mini-game based on the 1982 smash hit game SHAMUS, by Cathryn Mataga. I'm doing this fan-inspired version with the hope of getting something reasonable working.
Update: Sumash is finally in a release state. The game should be winnable. Please let me know if you run into any bugs on any platform.
All drones/droids now move. Spiral drones shoot, and have great aim, so be careful.
Keys can now all be picked up and when you find the matching lock, they'll unlock the electrified fence of the same colour. Keys and locks now show in the bottom HUD. If you have picked up a key, but not unlocked the same coloured lock, it will show the key. If you have both a blue key and you've unlocked the blue lock, only the blue lock will show (to indicate the lock has been triggered). If you grab a blue key and try to unlock the green lock, nothing will happen, you keep the blue key, but the green lock doesn't get unlocked.
The mystery treasure (purple ?) has 3 results: points, more points, or an extra life. In the future it has a chance to also trigger the "invincible" shadow, an enemy you'll only be able to stun.
In the original game there are 3 levels. Currently, Sumash only has 1 level. Once you reach the end the victory condition triggers. For now, I have a bad looking "winner" screen. This will change soon. Other mechanics are a bit more important at the moment.
10/19/2027 - Added screen flash when player dies, and death sound now applies for all player deaths (previously just walking into the walls).
Here's what is on the horizon:
* 8 directional shooting for the player. Currently the player can only shoot up, down, left and right. This gives the spiral drones an unfair advantage, they can shoot in any direction. (done)
* Snap Droids are getting a slight movement change to make them more dangerous. Snap Droids are the slowest moving droids, but also worth the most points. They should be a bit more dangerous. They still won't be able to fire, but their movement will be a bit more random/erratic. (done)
* Sound effects & Music - currently the only sound effect in the game happens when you first approach one of the electric fences (the lightning-looking fences). The game is rather boring without sound effects or music. One of the great things about Shamus was the choice of music and the old 8-bit sounds. (partially done)
* The black level needs more enemies and bonuses. Right now I've left large amounts of the black level empty for play-testing purposes. Now that most of the general mechanics are done it's just about time to populate those areas.
* Quit/Restart the game
* High Score saving
* Simple menu system
Further in the future
After these things are implemented the next steps will be: adding the shadow, adding the other levels.
Configuration menu that lets you adjust game resolution.
Download
Install instructions
The Linux AppImage may need execute permission to run. If you click on it and see an message asking which application to open the program with, you probably need to set the execute permission:
chmod ugo+x Sumash.AppImage
Development log
- Controller support addedAug 31, 2024
- Sumash is finally done!Feb 09, 2024
- HTML working againFeb 08, 2024
- HTML is (temporarily) down, new 1.8 Linux AppImage, no new Windows version yetFeb 06, 2024
- New HUD, enemy death animations, and more enemies and perksOct 26, 2023
- Web and Linux version enhancementsOct 18, 2023
- Keys and locks now working, the game is now winnableOct 15, 2023
- Enemy movement, start of key/lock/door combination, sound effectsOct 13, 2023
Comments
Log in with itch.io to leave a comment.
Sadly the HTML version is borked. I'll be investigating the next few days. I've released a new AppImage for Linux, with a Windows version coming once I get my laptop set up again with Windows and GMS. I suspect the issue has to do with adding Game Controller support I've added for the 1.9 release.
Great take that remains pretty true to the original, although thankfully seems a little more forgiving in many ways. Really good to see it completed. Looking forward to seeing more projects from you in the future!
Thank you so much for participating in Week Sauce Charles! This game really shows how much more difficult games were in the 80s XD Like I don't know of many games that would kill you when touching a wall and start you from the beginning, but that was totally normal back then, and we used to spend so many looong hours just trying to beat a few screens! Your game ended up having so many cool moments; I know it took a while, and that you were learning about GameMaker in the process, but I think it was worth all the effort you put into it. Congrats on finishing this gem! Hope to see more of your games submitted to our jam.
Thank you, Mystery Coconut, for your support. The Week Sauce jam/community is probably my favourite Discord/Jam. I'm sure a lot of other aspiring gamedevs also have full time jobs, family, etc., the Week Sauce Jam is perfect for them.
Sumash is the first project I completed where I didn't start from any other code project. What I remember of Shamus in the 1980's was that I liked the game, and it was hard (I never reached the end-game back then).
I definitely stretched the week of development much longer, but I'm glad it's done. Thanks for the kind comments.
Very fun! I have never played the original so I had no expectations but I think it is very cool!
Thank you Mike. Did you make it to the end? Run into any issues?
i did not run into any issues but I also did not make it to the end. I wish there was some kind of checkpoint system so I did not have to walk all the way back to where I was but that may be a part of the experience so i dont mind it too much.
Thanks mike, yes I did consider putting in a check-point-system. It's been so long I don't remember if Shamus, the game that inspired this, had a checkpoint system. Did anyone else play Shamus?
I don't recall playing it back in the day, but have played it since. The original paged between screens rather than the nice smooth scrolling that this has, so you would just restart on the screen on which you died.
This is way bigger than I expected! The game feels responsive and the movement is solid, and the graphics are simple but do the job. I did run into one small issue, when you're near the "top" of the level (so the camera can't scroll up any more), sometimes you get enemies hidden behind the HUD, but that's pretty small. Nice work!
Thank you very much. Yes, originally I tried to mimic Shamus, with the score at the top left and HUD at the bottom, but that created an issue with going out of the room at the bottom. Still not in love with the HUD. Thanks so much for checking it out!