Heart Blaster Jetslide
A downloadable game for Windows
CHALLENGING HIGH-OCTANE MAGICAL GIRL ACTION!
Slice, dodge, and blast your way through waves of Inverse to rescue your missing sister! Slow down time to evade deadly attacks and deal massive damage to armoured foes before they can even react!
A top-down action game inspired by the likes of Bayonetta, Vanquish, Devil May Cry and Hyper Light Drifter.
Developed in 4 weeks for my first game jam, #MagicalGirlGameJam4
27/09/21 - V0.1.1 Post-jam patch is released! See devlog here.
CONTROLS
Keyboard + Mouse and Gamepad are both supported. 360 controller mappings are provided for reference below, but the game should be compatible with other Xinput gamepads.
KB+M | 360 Gamepad | |
Move | WASD | LStick |
Attack | Left mouse button | X |
Dodge | Spacebar | Rtrigger |
Run | Spacebar (while dodging) | Rtrigger (while dodging) |
Aim | Right mouse button (hold) | LTrigger (hold) |
Slide | Right mouse button (hold while dodging) | LTrigger (hold while dodging) |
Shoot | Left mouse button (while aiming/sliding) | B (while aiming/sliding) |
Secret controls (KB+M Only)
- Escape - Quit
- R - Restart the game
- F - Fullscreen mode
Status | Prototype |
Platforms | Windows |
Rating | Rated 4.0 out of 5 stars (1 total ratings) |
Author | Jintor |
Genre | Action, Shooter |
Made with | GameMaker |
Tags | 2D, Arcade, Female Protagonist, Pixel Art, Top-Down, Top down shooter |
Average session | A few minutes |
Languages | English |
Inputs | Keyboard, Mouse, Xbox controller |
Download
Install instructions
Unzip and run the Jetslide.exe contained within.
Development log
- A Premature Postmortem of Heart Blaster JetslideOct 14, 2021
- Post-jam patch notes (v0.1.1)Sep 27, 2021
Comments
Log in with itch.io to leave a comment.
I want to play this but I don't have Windows. Is there any chance of a html or Mac version?
hmmm... HTML5 build is pretty broken... I'll look into what I need to do for a Mac build, but no promises I'm afraid. Thank you for your interest, however!
This game is so fun! It's quite difficult (or maybe I am just bad at video games) but I still had a great time. The art is quite pretty as well.
Just out of curiosity, what engine did you make the game in?
Thanks for playing! The game was made in Gamemaker Studio 2 (which is why there's no working HTML5 export...)
Looks great, the dodge roll when traveling up looks like it should travel further but it's probably just the perspective.
Love the mechanics "borrowed" from other character action games, very well implemented.
I want to be able to go further into
witch timemahojo time if I keep dodging bullets while already in mahojo time as a counter balance to when the room is very full of enemies.that's a good idea... i thought it reset the clock but i guess it just resets the FX without actually resetting the timer! i'll futz with it a bit and see if its imbalance
/edit Hmm, I checked and the code should already be resetting the timer if you dodge while already in witch time... I'll have to start exposing some vars and see if that's actually happening or not. I'll put on a list.
Or just use VFX to make it clear the timer has restarted cause there's no clear indicator how much time left in witch time you have.
Vanquish uses a bar on the character model (who was very close to the screen) and bayo used a clock on screen that did a full revolution while in witch time.
It's weirdly easier to dodge attacks at real time than in slow time, so it's hard to check.