Ether Genesis
Ether Genesis is a one hardware game in which you control both the player and the projectile, only with mouse.
You'll have to fight against waves of enemies using your two orbs.
Controls :
• Mouse movement : Your blue orb follows your cursor's location.
• Right click (held) : Resets speed of your green orb, while held, the orbs takes distance from the main orb.
• Right click : (release) : Shoots the green orb towards your cursor's location, force is proportionnal to the distance between your two orbs.
Additionnal infos :
• Destroy Yellow elements with your main orb and red elements with your secondary orb.
• There are 20 waves for you to beat... so.... good luck i guess...
• Fun fact : Ether Genesis is a spiritual prequel of another game : Ether
* Caution : May contains particles and explosions *
Known issues :
• Collision troubles with Bouncers
• Some clunky interactions between the green orb and Catcher's balls
• Some waves don't start as intended (happened with wave 14), use "P" to debug, using P otherwise is not adviced as it will trigger next wave for each "P" clicked.
• Projectiles colliders sometimes stay in place longer than intended, meaning you could get damages from them while they're invisible
Status | Released |
Platforms | HTML5 |
Rating | Rated 4.0 out of 5 stars (1 total ratings) |
Author | Lylouf |
Made with | Unity |
Tags | 2D, Game Maker's Toolkit Jam, one-button, Singleplayer |
Accessibility | One button |
Comments
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Doesn't feel non-euclidean at least at the start, but an interesting game. Was unlucky when I didn't notice the pentagons start and was fighting the trails all the time, so I would suggest maybe better ensuring that new enemies always spawn onscreen?
May then also be able to make the game world infinite (or toroidal maybe, which for this game will be rather similar but makes it a bit easier to find stuff)?
Also a bit weird that the game world is sort of just a rectangle but you can move outside, your projectile orb can not. Making the world toroidal would of course fix that.
Hey there, thanks for the feedback and sorry to be a bit long on the answer ^^
It’s true i should probably remove the non-euclidian tag as it was mostly kind of a private joke :D
For the other things, you’re totally right about the elements being hard to find if you move from start position (where litteraly everything spawns, as i did not do anything based on player position as far as waves are concerned), and your solution looks like a good one.
I might come back to it when i get some time, would also do some balancing because the game is very hard in it’s actual state.
hard... but i got to level 5 and there were so many pentagons XD