Cake Kills Candy
About
Cake Kills Candy was made in a week. Its an arcade platform shooter with procedural generated levels. Stomp and shoot enemies. Score points for getting the key to the door. Bonuses for health and not shooting in a level reward you for strategy over dumb shooting. High score is kept, great with a controller and there are a slew of settings.
QUICK FEATURES
- Procedural generated levels
- Arcade scoring system based on level completion
- Happy environment of chocolate and candy canes
- 5 guns
- Giant mega boss fight every 10 levels (11, 21, 31 and so on)
- Mega Man - ish play style with bigger guns
- Full Controller Support
GAME HISTORY
Made for the Hamjam 2 with a cake theme. Then a day before the game jam ended I noticed a different game jam with a candy theme. Lucky for us we always had the idea of cake kills candy. Two week long game jams with one game.
UPDATES:
Version 1.9 (the boss jam)
- Added huge boss fight.
- Added 3 new tile sets (root beer + cotton candy + orange cream filled bar)
- Added version numbers.
- Added more sound effects.
- Modified a lot of the game to enhance minor details.
- Modified enemy parts and enemy jam.
- Modified candy cane shotgun to be more useful.
- Modified level system to generate easier maps in the starting room.
- Modified music volume so the sound effects stand out more when volume and sound levels are at even percentages.
- Fixed an issue when on rare occasion the enemies falling to the ground would snap to the ground rather than fall to the ground.
Version 1.5 - 1.8 (after the original cake & candy jams)
- Added company logo.
- Modified how the backgrounds are generated to hopefully fix an issue.
- Added a low bounce stomp if you hold down when hopping on an enemy.
- Fixed title menu to be more consistent and always show tiles rather than the occassional background.
- Fixed an issue where the player sprite would appear several times instead of once.
- Added a method to turn off controller support in the options to comply for a game jam. The game can still auto detect if you are playing on a controller or keyboard.
- Added a different HUD for life and weapon ammo..
- Fixed a major crash caused by incorrect level loading (this would happen once for each new player).
- Fixed doors appearing too high up on larger levels.
- Modified temporary file cleanup.
- Fixed a specific crash in windowed mode where the game would somehow forget the levels.
- Fixed visual issue with the K in the font.
- Added loading screen. Depending on your computer's processor it will be either a blink or a wait.
- Added larger variety to floor tile sets (wider and taller tiles).
- Fixed background tiles not showing up on the first screen of larger rooms.
- Fixed negative point bonus.
- Fixed candy cane text.
- Fixed rare issue where enemies could damage the player while being pulled into the door.
- Modified the single room generation to prevent a more challenging room from appearing first.
- Fixed keys from spawning too high to jump in the larger maps.
Version 1.0 - 1.4 (during the first 2 jams)
- Added more diversity with the tilesets just before the deadline. There are now 7 tilesets.
- Removed an exploit to switch weapons.
- Fixed a crash with adjusting music volume in the options.
- Fixed a rare crash relating to how a level is generated (hopefully).
- Fixed how the game cleans up temporary files.
CREDITS
A game by:
Sitebender
Pixel art from:
Freshbone
Original music composed by:
@Replay_50101