Note: If the Web build has crackling audio, download the native build for your platform to enjoy the Gabriel's music and Davide's sfx in full glory :)

Two-player asymmetric co-op game, trying to survive waves of vampires and zombies in an arena.

  • The player on the edge of the arena toggles, pans, and repairs projectors to shed light on the arena. Bat swarms damage the projectors, and can be spooked by the player.
  • The player in the arena holds a mirror, and should position themselves and pan the mirror to catch projector light and channel it into beams to burn the enemies. The beam can also be used to channel energy into the core, replenishing its charge.

Vampires attack the core to deplete its charge (energy vampires, duh), while zombies hone in on the mirror player.

Controls

  • Mirror player:
    • Gamepad 1: D-pad/Left stick for movement, bumpers to pan the mirror.
    • Keyboard: WASD for movement, Q/E to pan the mirror.
  • Projector player:
    • Gamepad 2: D-pad/Left stick for movement, bumpers to pan projectors, Xbox A to toggle lights, Xbox X to repair projectors.
    • Keyboard: Numpad arrows for movement, Home/PageUp to pan the mirror, Enter/Return to toggle lights, Numpad + to repair projectors.

Made at Nordic Game Jam 2024 by Bjørn, Davide, Gabriel, Julian, Nikita, and Rémi.
The jam theme picked by the team was "Reflection" as a game mechanic.

Source

Made with Godot 4.2.2.

Source code: https://github.com/johncoffee/ngj-2024

Code and scenes are MIT licensed, assets are CC BY 4.0.

Download

Download
hell-of-mirrors-linux.zip 33 MB
Version 1.0-prerelease Apr 24, 2024
Download
hell-of-mirrors-macos.zip 57 MB
Version 1.0-prerelease Apr 24, 2024
Download
hell-of-mirrors-windows.zip 36 MB
Version 1.0-prerelease Apr 24, 2024

Comments

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While playing on the web. Every time I interact with a new object, it freezes. Godot and almost all amateurishly made games have this problem.

(+1)

Yeah this seems to be some shader compilation stutter with the OpenGL renderer. I'm a bit surprised it repeats each time and not just the first time a shader needs to be compiled, worth looking into at some point.