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Showing results for tags 'survivors-like'.
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Hi all, Villain Like is a Korean game with a Korean vibe. On the Korean internet, Line 1 of the Seoul subway is famous for its strange passengers, the Line 1 villains: street preachers with loudspeakers, peddlers, manspreaders, a grandpa blasting trot music, a hiking club that has been drinking since noon. Here you are one of the station staff and they all come at you on the platform for 12 minutes. Weapons fire on their own, you move, pick one of three cards every level up, and hold Space to call a Line 1 train across the platform. Seven bosses on a timetable, and at 12:00 the Line 1 Archfiend rides in with the last train. Catch him to clock out and unlock the next of five staff members. English and Korean, PC and phones. Play (free, no sign-up): https://oreumgames.com/en/games/villainlike/ Tech, since this is a dev forum: plain JS on a 2D canvas, no engine, no bundler. All the characters live in one 4096x1566 sprite atlas shared with our tower defense game Line 1 Villains, cut at three times the size they appear on screen after the first version of Line 1 Villains looked blurry. The nine weapon icons are 30x30 pixel art drawn by a small Python script instead of by hand. Music is synthesized live with Web Audio, an 8-bit trot tune in D minor at 140 bpm that moves up a semitone while a boss is on screen. With 230 villains and five evolved weapons on screen the slowest frame was 26 ms, and it only got there after we dropped shadowBlur from the evolved weapon effects and drew plain circles instead. Difficulty was tuned by a bot that plays the game headless: with no shop upgrades it falls at about 4 minutes, with one level of upgrades at about 10, and from two levels it catches the Archfiend. The game was made in one day, the day after Line 1 Villains came out, from a single line of instruction: make a villain-like out of Line 1 Villains. The biggest change of the day was the first boss fight test: even an upgraded run took more than four minutes to bring down the Archfiend, so his health went from 14,000 to 10,000. Made by a very small indie team in Korea. One thing I would like to hear: does the horn feel worth holding for, or do you end up just tapping it? Thanks for playing!
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- korean game
- korean vibe
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