Enemy movement, start of key/lock/door combination, sound effects



Updated now.

Enemies now have some basic movement. I've intentionally set up the enemies so that only the spiral drone fires. Robo-droids and snap jumpers do not fire. The behaviour of snap jumpers is going to change slightly. I have some plans for the movement of the snap jumper that I hope to implement in the next day or two.

Changed, but not updated on itch.io.

There is now an electrified door blocking one of the halls. This has been set up after the blue key location. You will have to collect the blue key, then discover the location of the blue lock, in order to unlock the electrified door. This element will repeat a couple of other times, ultimately leading to a portal that will (eventually) go to a completely new level.

Coming down the pipe, just not sure when.

Some subtle sound effects are coming. At the moment I really don't feel like I have the ability to write a score for Sumash. I would really love to be able to create something like Marche funèbre d'une marionnette, but I seem to be clueless when it comes to making music. I do have a toy synthesizer at home that I might try to do a mash-up of Marche, but it's been eons since I took level 1 piano classes. Sound effects, yes, music, unlikely for now.

The key/lock/door code hasn't been written yet, I'm going to focus on a few sounds before this as sounds in GameMaker have always been problematic for me in the past. (Volume is likely the issue).

Linux AppImage

The Linux AppImage was created at the same time as the HTML version, so there are no differences. A Windows version is coming, but I want to wait until I've polished the game a bit more as I almost never use my Windows laptop.

Files

Sumash.AppImage 6 MB
Oct 12, 2023

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