Square Velocity
A downloadable game for Windows
Square Velocity: Wave Survival
Square Velocity is a frantic, minimalist top-down shooter where movement precision is just as vital as your firepower. Command a square vessel and survive infinite waves of geometric enemies within a shifting, reactive asteroid belt.
Key Features:
- Infinite Wave Progression: The challenge scales with every wave, increasing enemy counts to test your reflexes.
- Dynamic Boost System: Use your stamina to accelerate. Pro-tip: Boosting actively regenerates your health bar.
- Geometric Arsenal:
- Linear Beam (LMB): A precise, high-velocity strike to pierce through enemy lines.
- Radial Discharge (RMB): A massive energy burst to clear everything in your immediate vicinity.
- Reactive Physics: Master your inertia and navigate an asteroid field where objects collide and bounce with realistic momentum.
- Retro Vibes: Features a rotation of six different 8-bit music tracks to keep the adrenaline pumping.
Controls:
- Mouse: Aim and steer your ship.
- [W] or [Z]: Accelerate toward your cursor.
- [S]: Emergency brake / Slow down.
- [Left Shift]: Activate Boost (consumes stamina, restores health).
- [Left Click]: Fire Linear Beam.
- [Right Click]: Fire Radial Beam.
- [R]: Restart after Game Over.
- [Esc]: Quit game.
Survival Tips:
- Avoid Direct Impact: If an enemy square touches you, your health is instantly cut in half!
- Boost to Heal: Don't just use your boost for speed; it’s your primary way to recover health when things get dicey.
- Watch the Cooldowns: Keep an eye on your weapon indicators at the bottom of the screen so you don't get caught defenseless.
| Published | 4 days ago |
| Status | In development |
| Platforms | Windows |
| Author | jbdev3141 |
| Genre | Shooter, Survival |
| Tags | 2D, 8-Bit, Retro, Short, Top down shooter |
Download
Download
squareVelocity.zip 12 MB



Comments
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The concept isnt all too bad and the game does infact deliver on what it promises. I like the fact it wasnt made in a game engine however that might also be its biggest weakness becouse unmodified Raylib can be very slow especially when it comes to huge amounts of particles. I recomend compiling it without the command line and batching all the objects you are rendering.
Other then that its a very respectable project.
Thank you for your comment! I'm using raylib to prototype the game. The first release will be in opengl and will be a more GPU oriented system. Nethertheless, I'll work on optimizing the prototype as I'm making it grow for now. Do you think adding procedurally generated planets(in the background), blackholes to trap the ennemies and procedurally generated enemies(different types in groups) based on perlin noise might be a good idea?
I wouldnt proceduraly generate the background since its not exactly something youd tend to look at during gameplay but you could make a few star and planet textures and proceduraly place them using simplex noise.
I dont exactly see how randomizing the enemies would require perlin noise but it doesnt sound like a bad idea and it would definetly add more variety.
Maybe this is my personal taste speaking but id make the game a little bit less chaotic becouse after wave 4 its practicly impossible maybe adding upgrades or more weapons could solve this issue.
Anyhow GL.
Thanks! I also think it's a bit too hard. By randomizing the enemies I meant making groups of ennemies of different classes that are like a squad patrolling instead of just rushing to you to make the game more playable (it's true perlin noise is a bit too much for this task) and the weapons could also help solving the issue. Good continuation and have a nice day!