a game by ShweetMagnet (art, programming, sound) and Nebby (music).
Following the events of ‘A Sweet Surprise’, Calamity Cobra has spent days wandering through the Dessert Desert, vying to return home. Any of the “damage” she incurred from her last bounty hunt has since shed away. Tired, alone, delirious, Calamity Cobra is at wit’s end - until she stumbles upon a humanoid figure in the distance. Observing more closely, it turns out the feminine creature is made out of the same stuff those bastards who surrounded her were! Blasting it away without hesitation, all that’s left of the so-called “Dessert Elemental” is a beating heart covered in caramel. Calamity Cobra pockets it, thinking such an odd organ would have some buyers…but in a flash, the Dessert Elemental reforms, and is furiously hungry! Towering wafers enclose Calamity Cobra in a confectionery colosseum, as foes new and old surround her. It seems that they’re…out for blood, this time! Calamity Cobra’s task is to appease the Dessert Elemental’s rampaging hunger by battling these dangerous desserts and feeding her their remnants.Forming a symbiotic bond with the stalwart serpent, it seems that the Dessert Elemental can turn these goodies into upgrades, too. Calamity Cobra figures she doesn’t have much time…if she can’t restore the Sweet Heart back inside its proper owner, Calamity Cobra may be swarmed by the sweets…
Your goal is to feed the Dessert Elemental (ice cream lady) 1,000,000 of the game’s currency, Goodies, gathered by defeating enemies. You got an hour. Hurry up!
Left mouse button/space to fire snakes.
Right mouse button/R to redirect snakes, ricocheting them mid-air for more damage.
Q to lock snakes, holding them in place. Hover over the snake, and then point your cursor in the direction you’d like it to go. Adds a damage multiplier.
TAB to recall all active snakes back to you.
H to activate the “Sweet Heart”. Combines waves and increases enemy aggression. For every use, gain a Goodie multiplier; for every concurrent use, double your multiplier.
P to pause.
Overkilling enemies by dealing double their health in one hit will net double the goodies.
Upgrades are the following:
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Lifetime; increases time snakes are on the field.
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Ammo; increases snake count by one.
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Redirects; increases redirect count by one.
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Health; restores one health point, if you got hit.
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Feed; feeds the Dessert Elemental. She might get bigger with time…
The HUD shows the following:
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Goodie count.
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Current Sweet Heart multiplier.
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Game time remaining.
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Wave number.
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Time until next wave appears.
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Time when enemies will still spawn. If it hits zero and there’s no enemies present, you can buy upgrades with the Dessert Elemental.
Good luck, and have fun! I unfortunately had lots of ideas that could not meet the deadline…but, look forward to updates post-jam, maybe?
Known Issues
- General jank. I literally had zero playtesting with this game once again because I didn’t have time for it. Oops!
- I’ve received reports that this game may not run on weaker hardware; if your GPU supports OpenGL 3.3, you should be good…
- This game was very much rushed. I chose to undergo the task of writing my own engine, and it was pretty much from scratch (CC1 was not pretty), and this means a LOT of stuff had to go on the cutting room floor.
- The art isn’t finished! OOPS! Hey, some people like my lavender-canvased sketches, so here’s a whole game’s worth of them.
- Occasionally, the wave timer may read zero and there won’t be any more enemies, but the music won’t stop and the Dessert Elemental won’t come back. Really don’t know what is causing this, unfortunately - cheated and implemented a “mercy timer” that will force exit out of combat after about twenty seconds.
- Chippers (cookie enemies) and Crumblers (crumb cake enemies) don’t animate. Didn’t have time!
- Glitchiness of fired snakes; the redirect indicator, them not immediately facing the right direction…
- Sound issues; some sounds may easily overlap one another. Sort of a limitation with SDL2_mixer but probably a skill issue on my part.
- Not sure if this is still in the game, but you might be able to buy something from the shop despite the Dessert Elemental not being present. Oops!
Planned Features
I do want to continue developing this game after the jam! If you look at the Artbook, you can see that there was a LOT cut. I do need a break though because this game literally was my life for the past two weeks…
- Finished graphics, of course.
- Five new enemies: Rock Candy Micheal, Neapolitotem, EZ Ache, Creper, G.U.M. MK II
- A melee “swing” mechanic that can let you gain some distance on your foes.
- An intro cutscene explaining the story.
- Multiple endings, based on your performance.
- More stages of the Dessert Elemental getting fatter.
- A more in-depth results screen that grades you on your time.
- Dialogue mid-game, to further explore Calamity Cobra’s character.
- More frames of animation for everything (chiefly Calamity Cobra).
- More visual effects; “gore”, screen shaking, etc.
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Artbook
Bonus!
All of this art is Calamity Cobra adjacent that has been made in the lead-up to this game’s development. If you’re wondering about the mantis girl…well, maybe for next year.