A downloadable game for Windows

Download NowName your own price

content warning: macro stuff, 

I got inspired by a game from chemicalcrux and decided to try and make something similiar, but you play as the macro instead. And somehow I kept going long enough to get to the point of writing a bit here.

Destroy cities from the procedurally generated map and go to the shop to spend your score on upgrades and ability unlocks to destroy more on the next day. But be careful of the army units trying to stop you, however pathetic their attempts might be.


notes: -its very unpolished/unfinished, things i didnt do include: fixing being able to buy laserspeed before unlocking the laser, UI styles and themes, finishing the cock ray gfx and sfx, Keybinds, and foot textures




controls:

  • wasd/arrow keys - movement.
  • Spacebar - laser.
  • Q/E - Pec Shockwaves.
  • F - fire death ray from your cock.
  • LMB - perform a targeted stomp at mouse location
StatusReleased
PlatformsWindows
Authorthevejry
GenreAction
Tags2D, Adult, macro, NSFW, rampage
Code licenseMIT License
Average sessionA few minutes

Download

Download NowName your own price

Click download now to get access to the following files:

GigaSmash_0.2.exe 93 MB

Comments

Log in with itch.io to leave a comment.

Fun game, but at bigger sizes, the frame rate gets buggy, and walking is a little weird.

(1 edit) (+1)

yeah the lag is not entirely unexpected...
i'm guessing the lag in this case comes from civilians.
basically i found there to be 3 major sources of lag when making this game:
-pathfinding tiles, which lags so bad it crashes the game if i dont cap it to a 128*128 chunk around the player (could be optimised to be less without impacting pathfinding whatsoever but i couldnt be asked to actually implement it lol)

-a metric ton of enemies simultaniously doing movement calculations, even if they ignore terrain and pathfinding. but this is limited by a hard mobcap

-this is probably what causes the lag in this case: civilian AI which is only active while theyre within sqrt(size)*C pixels of the player, and they interact with the physics layer.

so at large sizes more civilians become active simultaniously.

as for the walking being weird; yes.. yes it is, but i kinda like it :p.
(oh btw i see i forgot to mention you can use lmb for targeted stomps imma go update description RQ)