Big bread's ULTRA-DEMAKE (ULTRAKILL for Flowlab)

Devlog and official discussion topic for :fire: ULTRA-DEMAKE :fire:
This is my attempt at a 2d ULTRAKILL port/demake for Flowlab. Updates will now be posted here!

6 Likes

Retrokill wishes it looked like this
(retrokill is still cool)

2 Likes

0-1 /// Parrying:

:facepunch: Parrying has now been added - Press F to parry!
The only parryable enemy is currently the Filth, which can be parried while dashing.

ON THE ROADMAP:

The Stray enemy will now be starting development, which has parryable projectiles.
Weapons will be starting development when all Fodder enemies from the original ULTRAKILL are implemented.

3 Likes

image
This is just cool, not going to lie.

4 Likes

Lol, you found an easter egg

3 Likes

0-1.5:

Mines are now parryable, which causes them to shoot forward, and they are able to create a chain reaction with other mines.

4 Likes

Good game, I don’t have the skill to beat it. :clap:

4 Likes

Don’t worry, I’ll add guns eventually which will be easier than playing the game parry-only lol

4 Likes

Youtube devlogs have been revived:

Leave a like and a comment so my game can reach a wider audience! :pray:

3 Likes

I just watched this lmao

although I can’t comment because comments are disabled on school computers

3 Likes

Nice
I just liked the video. I suggest adding hashtags and tags, it can help get a wider audience. Also, there’s this setting you might wanna change (only doable on desktop YT Studio) that are the experimental features that are toggled on by default. They can nerf views, so I always turn this setting off after uploading any video

2 Likes

0-2 /// Spawning:

:sparkler: Spawning has received an overhaul - Enemies will now be spawned by highly customizable Spawner objects instead of being placed directly in the level. This will save on performance a lot, as enemies will no longer be running their code in the background without reason, and instead will only be spawned when the player reaches their spawn point.

I recommend not looking into the code for the spawners - it’s (probably unnecessarily) complicated, and took a lot of debugging to work properly…

Spawning enemies with spawners also lets me assign them their own ID - which lets me create combat events, kill doors, and more!

:door: 0-1 has also been completed, with its own filth combat encounter at the end of the level.

ROADMAP:

Transitioning between levels, as well as the terminal room, will start being worked on, so there can be a passage from 0-1 to 0-2.
The Stray enemy is planned to have its first appearance in 0-2.

4 Likes

image
Just like in the real game, the Filth are held hostage by the air.

Except this one technically isn’t but it won’t move so it counts.

4 Likes

Can’t believe I almost forgot about level title drops…

5 Likes

3 Likes

I forgot to mention yesterday that I added some more music and a TON more sounds from ULTRAKILL for new things I’ve added.

3 Likes

4 Likes

JOJO REFERENCE

3 Likes

3 Likes

Man even the good people went to ■■■■? they gotta send SOMEONE to heaven.

1 Like