Weaponized
Welcome to Weaponized!
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This is a short, Rogue-like, Autobattler focused on replayability and a smooth player experience. As your journey begins, you'll select a weapon type which will gift you a random weapon in accordance. This will be your essence and entity for the game. From there, you'll be able to buy attachments to upgrade your weapon, choose your next enemy, and decide to walk a path of high, low, or neutral morality.
Weaponized Game Design Document
All sound effects come from Zapsplat
All Art, Coding, and background music was made by me
All coding was done in the Godot 4.3 engine
All art was created in Aseprite
The background music was made in FL Studio
About me: I'm a husband/father of two young and extremely goofy kids. I work full time and do Youtube on the side. Game development is a hobby of mine, that I've picked up over the past year or so. I try to create as many aspects/elements of my games personally so they all have my feel/touch. My time is extremely limited when it comes to Game dev work but I'm very passionate and constantly work to design a larger project that will one day be a main release. Thanks in advanced for being a part of this journey. I appreciate your time, energy, and feedback.
p.s. This is my first game jam any and all criticism will be greatly appreciated :)
Status | In development |
Platforms | HTML5 |
Author | MrPorkerson |
Genre | Simulation |
Made with | Godot |
Tags | autobattler, Roguelike, Singleplayer |
Comments
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great job, amazing polish for a first time entry.
Hello! This is a really well-polished project for a first game jam—congrats on participating! The game reminds me a bit of Super Auto Pets; I’m not sure if that was one of your inspirations.
A few pieces of feedback: the 'Start' battle button is quite small and tucked away in a corner—it could stand out more, maybe be brighter and placed in the center of the screen. I also lost very quickly, around round 3 or 4, which didn’t give me enough time to adapt my strategy or figure out what kind of build would work best. Additionally, some SFX are really loud.
One of the key aspects of auto-battlers is having satisfying and visually engaging battles. If you plan to keep working on the game, that’s definitely an important area to refine.
Thanks for participating!
Hi I liked playing your game and the concept was really good! It was simple but very well made. It's nicely polished especially for a first time game jam! I especially thought it was funny to fight a flower as the first level!
Some feedback for improving the game based on my experience:
- When I clicked on one of the three shops for the first time, I didn't realize I was committing a choice. I thought I could return to the previous UI and go check out other shops. Once I was stuck in the shop I initially chose, I clicked on the small button above (>>) and I was sent to the menu where I had to press the big square button to start the battle. I'm not sure if I'm misunderstanding something, but it would be really awesome if I could freely windowshop on all the different attachments before spending my resources to choose one.
- For the "start battle button" which is currently gray, it would be nice to add a design that feels more like a "start battle" button visually. Perhaps a red button with the play icon to visually communicate what the button is!