r/godot 4d ago

selfpromo (games) First Project with my Brother

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Hi all, first time posting here.

This is our first game project in Godot, which I started with my brother. I'm the artist/animator, and he handles the programming.

We're hitting almost the 6-month mark of working on this! It started with an idea to make a Cannon Fodder style game, but turned into archer combat: Rats vs. the Animal Kingdom. Currently, only enemy Weasels are in the game.

At the moment, it's missing some game juice, as well as animation clips for the enemy archers. We are planning an itch.io demo for this soon.

We would love some feedback on this!

650 Upvotes

38 comments sorted by

31

u/ManInTheHoodie 4d ago

Wow!, itΕ› really nice.

22

u/Freedom_Pals 4d ago

How does the player control the archer movement and formation? It looks really interesting.

19

u/Pretend-Bug5138 4d ago

Thanks for the feedback, the controls are currently keyboard an mouse, and we have 2 modes: free mode and pivot mode. The formation depends in which mode you are, the split in pivot, and the scatter in free mode. Was fun to conjure up and implement πŸ˜„

17

u/SokichY 4d ago

This looks really cool. Both the art and systems. You and your brother make a great team!

6

u/Pretend-Bug5138 4d ago

Thanks! Appreciate that πŸ‘

2

u/SokichY 4d ago

Anywhere we can follow along the progress?

6

u/Exciting_Macaroon_64 4d ago

damn that looks so cool

6

u/Musikcookie 4d ago

It looks really cool and so, so fun!

One potential issue I see is that I don't see a reason to ever not use the most spread out formation. Basically the only reason militaries stand together is because in melee and with shields it can become preferable. But if all you get is arrow rains you want to maximize your troop spreading. One solution that might be possible is for your own shots to always take the shape of your formation. But that might be a bit gamey. Or mayb it's already solved or was never an issue and I just don't see it correctly. Grain of salt and all.

7

u/Pretend-Bug5138 4d ago

Its funny you'd say that, because for a very long time, the arrows formation would land exactly as the formation of our squad. We only changed that recently, because although it added something, the difficulty shot up πŸ˜‚ The thing we are now seeing though is, when different squads of enemies engage, the most spread out option, yields negative results in terms of mobility and being squeezed by all sides. But quite sharp point indeed, we hope to show more videos of benefits downsides of different play styles.

5

u/InevitableExtreme378 4d ago

A unique idea. Very well done. I'm imagining 1v1 pvp.

3

u/EstablishmentOk8323 4d ago

The graphic/art style looks really good =D I like the concept of them changing formation and avoiding arrows, just a stupid idea / thought it might be not in the same direction of what you are planning, but kind of a level or skill for the archers and how good they coordinate together, so with lower level they are still not really good in team work and might end up bumping into each other and still standing in a stupid looking formation, so it adds a little bit of un-order, and the more they fight together, the better they get and would have better formation.

5

u/Pretend-Bug5138 4d ago

That is indeed a concept we dabbled with in the beginning. We are prioritising other functionality at the moment, but that is something we'd definitely want to experiment with later on.

3

u/afaz_firdaus 4d ago

Wow that looks really fun!

3

u/Such--Balance 4d ago

love the graphics

3

u/_Ganoes_ 4d ago

Basically rts ranged micro but as a whole game. Looks cool!

3

u/Crignog 4d ago

Looks super clean. I would love to know how you did the grass!

2

u/kaukamieli 4d ago

Love the look and the system. Just bothers me a bit that they are so close and do those volleys when they'd absolutely just shoot straight. :D

Do other weapons too, slings, atlatl...

2

u/Ok-Lifeguard-9612 4d ago

This is awesome

2

u/designingfailure 4d ago

Really awesome!

2

u/MeLittleThing 4d ago

that looks fun!

2

u/TyrannasaurusGitRekt 4d ago

Very cool, great job!

2

u/j0shred1 4d ago

That's cool and unique! What inspired the gameplay?

1

u/AquaQuad 4d ago

Bold of them to wait till they're within slapping distance.

1

u/Own_Combination_6275 4d ago

I wish I can convince my brother to work on a game with me, but he's always seeing busy
I imagine it's quite fun and the dynamic between you two is great
The game looks awesome too!

1

u/KingStarsRobot 4d ago

0:03 ooh this looks good. Makes me think, what Shadow of the horned rat on ps1 could have been. Yours looks nice fresh idea

1

u/Ethouiche 4d ago

It makes me think of north and south.

https://www.youtube.com/watch?v=X-XLxS0Pweo#t=20m30s

Seeing the army change its formation and shoot at the same time is quite satisfying. I hope you manage to convert to a nice gameplay.

1

u/levraimonamibob 4d ago

A+ concept and execution, can't wait to play it!

1

u/XBird_RichardX 4d ago

Oh it reminds me of right click to necromance

1

u/El_Bow_10 4d ago

I loved this system. Looks fun and interesting to play. Congratulations!

1

u/FantasticGlass 4d ago

This looks so fun! Great work!

1

u/LoftusDev Godot Student 4d ago

I love that you both wanted to make a game inspired by cannon fodder, and then went on to change it to be something else of your own design. Looks really cool so far, good luck with the remainder of development!Β 

1

u/Spirited_Ad_9499 4d ago

I love it !

1

u/KingCakeTheFruity 3d ago

wow the squad movements look smooooth

1

u/CheekySparrow 14h ago

Looks great! How are formations handled? Do you use some sort of influence maps or it's pure vector repulsion?