Oh yeah! That reminds me of that one time that the dog held a fireworks thing in their mouth!
Summary
Travel up the building as an alpaca with a shotgun while defeating chickens in this post-alpaca-lyptic world.
Tips
Chickens move after every 2 actions are performed by the player.
Floors are randomly selected, with every 4th floor being a restroom.
Credits
BGM - Drizzly Sunday, by Jan125
Art - Me
Programming - Me
SFX - Generated by Bfxr, edited in Audacity
Known issues
The screen in the web version have borders . The standalone version (download link below) does not have such borders.
Download
As usual, a downloadable offline version of the game is available on my itch.io page: https://onethateatyou.itch.io/alpaca-with-a-shotgun
Developer's comment
I started this project to try implementing a grid-based system and a tiny bit of roguelite powerup system. Overall, I would say that I'm pretty satisfied with what I have. Polish is obviously lacking, but I don't have the intention to expand on this anytime soon. Any comments and criticisms are still greatly appreciated.
Oh yeah! That reminds me of that one time that the dog held a fireworks thing in their mouth!
That may have been a ruff situation, but this alpaca is just going on its mee-rry way.
Music did not have to slap so hard tho
Glad you find it fitting for the game. Full credits to the guy who made it (Jan125)!
It kinda crashes after the 20 or so floor. The hearts just dissapear and the screen goes black. I like it somewhat, when you blow up the box of ammo make sure the option for it goes away.I like the tactics of trying to plan your way around the hens without getting hit, and ammo being a valuable resource that is multi-use when it comes to planning.Is this endless or does it have a finite end? Maybe some modes for these two options would work.
Thanks for playing. I'm happy even if you got just a tiny bit of enjoyment from it. I'll look into the crash, but let's just say you outplayed the game. The reason I kept the ammo tile active even when the ammo box is gone is because I didn't want the players to get stuck on a level, but still allow them to plan ahead and make it more accessible to reload.
The game is endless, and there are a lot of things I would like to improve before adding game modes. Though, I doubt I'll be working on them anytime soon, so don't hold your breath.