Gridlam - Made for the 2025 SoloDevelopment Summer 72h Jam. The theme was "chaos".  It is essentially a Survivors-Roguelike which happens on a fixed grid. You can only control which tile you move to and which upgrades you want to select. 

Credits - I made the pixel art and did the programming. I've used an Ovani Sound Royalty Free Asset pack for SFX and music. 
I used this CRT shader: https://godotshaders.com/shader/realistic-crt-shader/
The font I've used is here: https://fontesk.com/space-grotesk-typeface/

Controls: Click with your left mouse button. That's it! 


Update1 : Quit button has been removed. Some balancing changes for the early game. Bullets move in all 4 directions now. Some damage stats tweaking for bullets and minestrips. A secret upgrade for when you collect all the other upgrades!

Post-Jam Update 1: A major update with a lot of balancing changes. Please read the devlog for details


Issues: There is a very rare issue I've seen where enemies just navigate to the top left of the screen ignoring movement restrictions. This is a result of moving to Astar path-finding I believe. It is not very repeatable and has happened maybe 4 times out of the 100s of times I've played. If you see this, please just reload. Update: This seems to occur when you activate minestrip and spam left click. I will upload a hotfix tomorrow ! I've uploaded a hotfix for bugged enemy movement during minestrip activation.

StatusIn development
PlatformsHTML5, Windows
Rating
Rated 5.0 out of 5 stars
(3 total ratings)
Authormiffrandir
GenreSurvival
Made withGodot
Tags2D, Indie, No AI, Pixel Art, Retro, Roguelike, Survivor-like

Download

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windows_build_27aug.exe 92 MB

Development log

Comments

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I still come back to this game, it's still fun :)

haha thank you! I’ve been working on some major upgrades. Hoping to release them soon!

(+1)

This is a lot of fun. We just took turns playing for about half an hour, trying to work out the best strategies. Our best was 47 turns.

Thank you so much for playing! I am planning a slew of updates post the SoloDevelopment Summer Jam voting period which should balance the game a bit more along with more upgrades and QoL changes like health bars for enemies. 

Tbh i enjoyed it without enemy health bars. I found it was a bit more of a puzzle working out how many hits each enemy could take, and needing to remember how many times I'd hit them so far. It added an extra thinking aspect more than the strategy.

Interesting. Thanks for that feedback!

(+1)

It feels almost like a turn based Vampire Survivors