C-Q-Gunnin' v1.0.0 RELEASE - NES Stylized Strategy Game [Feedback Welcome!]
Posted: Mon Oct 07, 2024 1:56 am
C-Q-Gunnin' is a small NES-stylized (for real, palette limitations included) top-down, turn-based, grid-based strategy game, with lots of close, lots of quarters, and especially lots of gunnin'.
But just talking about it doesn't quite sell it yet? Well look at these colorful pixels on your screen!
https://youtu.be/TlgtQ_WWjhc
Feedback is much appreciated, this is my first project that's even come close to a release!
Featuring several piece types filling various roles, 8 levels of scaling difficulty and length (plus bonus level!), each with plenty of guys with guns, women with weapons, boys with bullets, people with- you get the point, plenty of C-Q-Gunnin' to do! There's also a never-before-seen Endless mode! Battle for as long as you can, beware the constant ticking of the timer.
But there's more! C-Q-Gunnin' includes a level editor to create your own missions. (these are currently limited to one screen in size.) Exported levels are extremely tiny and can be shared to your heart's content. And besides the current size limitation can have every feature present in the campaign levels!
Since none of y'all bad kiddos will read the readme, controls are as follows:
Z - confirm (called A ingame)
X - cancel (called B ingame)
ENTER/ESC - open the quick menu from in battle
ENTER also confirms selections in the title menus and ESCAPE cancels some operations
ARROWS - just about what you'd expect them to do (necessary in the config menu)
MOUSE CONTROLS
Clicking on a tile is effectively the exact same as moving the cursor there and pressing Z.
Menu options can also now be clicked, with the exception of the config menu.
Maybe later I'll make a cool NES style pdf instruction booklet, those are always fun to read right? Or am I just a nerd?
An ingame help page can be accessed from the in-battle quick menu, I'd highly recommend reading just the first couple of pages in it as it explains basic gameplay help!
Github release here!
But just talking about it doesn't quite sell it yet? Well look at these colorful pixels on your screen!
https://youtu.be/TlgtQ_WWjhc
Feedback is much appreciated, this is my first project that's even come close to a release!
Featuring several piece types filling various roles, 8 levels of scaling difficulty and length (plus bonus level!), each with plenty of guys with guns, women with weapons, boys with bullets, people with- you get the point, plenty of C-Q-Gunnin' to do! There's also a never-before-seen Endless mode! Battle for as long as you can, beware the constant ticking of the timer.
But there's more! C-Q-Gunnin' includes a level editor to create your own missions. (these are currently limited to one screen in size.) Exported levels are extremely tiny and can be shared to your heart's content. And besides the current size limitation can have every feature present in the campaign levels!
Since none of y'all bad kiddos will read the readme, controls are as follows:
Z - confirm (called A ingame)
X - cancel (called B ingame)
ENTER/ESC - open the quick menu from in battle
ENTER also confirms selections in the title menus and ESCAPE cancels some operations
ARROWS - just about what you'd expect them to do (necessary in the config menu)
MOUSE CONTROLS
Clicking on a tile is effectively the exact same as moving the cursor there and pressing Z.
Menu options can also now be clicked, with the exception of the config menu.
Maybe later I'll make a cool NES style pdf instruction booklet, those are always fun to read right? Or am I just a nerd?
An ingame help page can be accessed from the in-battle quick menu, I'd highly recommend reading just the first couple of pages in it as it explains basic gameplay help!
Github release here!