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GameJamLittleGamesDesign

Game jam prototype built in Godot 4 for the theme: Invincibility.

The player does not directly control heroes.
Instead, you control a single transferable Halo (invincibility) and make fast triage decisions under pressure.

Pillars

  1. Switching Invincibility

    • Only one hero can have the Halo at a time.
    • Switching is instant (1, 2, 3, or click a hero).
  2. Pressure System

    • Multiple enemies threaten different heroes at once.
    • Waves escalate in density and speed.
    • You cannot save everyone perfectly in later waves.
  3. Light Synergy (No Combo Overload)

    • Knight benefits as a control frontliner.
    • Mage benefits with burst damage.
    • Rogue benefits with mobility and clutch cleanup.

Current Gameplay Loop

  1. Enemies spawn and spread threat across heroes.
  2. Player switches Halo to prevent critical deaths.
  3. Heroes auto-act by role while player manages risk.
  4. Wave pressure escalates.
  5. Survive, then repeat on the next harder wave.

Last Stand Mode

When only one hero remains, the Halo becomes unstable:

  • Halo builds heat while active.
  • At higher heat it can flicker.
  • At max heat it overloads (temporary no-invincibility window).
  • Player can manually vent by toggling Halo off/on (same hero key or click).

This keeps the endgame tense instead of becoming unwinnable or endless.

Controls

  • 1 = Send Halo to Knight
  • 2 = Send Halo to Mage
  • 3 = Send Halo to Rogue
  • Left Click = Send Halo to nearest clicked hero
  • R or Enter = Restart after wipe

Hero Roles

  • Knight: tanky, short-range, frontline pressure and pull utility when Haloed.
  • Mage: fragile, ranged, high burst while Haloed.
  • Rogue: fast responder, helps stabilize dangerous situations and clutch picks.

Enemy Types

  • Swarm: constant close-range pressure.
  • Ranged: spacing pressure, punishes bad positioning.
  • Charger: burst threat windows.

Run Locally

  1. Open this folder in Godot 4.
  2. Run the project (main scene is scenes/Main.tscn).

Project Structure

  • project.godot - Godot project config
  • scenes/Main.tscn - Main arena scene
  • scripts/Main.gd - Core loop, waves, halo switching, last stand
  • scripts/Hero.gd - Hero behaviors and role logic
  • scripts/Enemy.gd - Enemy AI and attack behavior

Jam Notes

  • This is a gameplay-first prototype with simple placeholder visuals.
  • Balance values are intentionally easy to tune in scripts during playtests.

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Invincibility game.

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