Damn, this is a great game! Objectively better than some Triple A games being released these days :] If you want some feedback/are planning to continue this project, here's my two cents: - Some more bosses would be nice, with unique and challenging mechanics that would play nicely with the restrictiveness of the small tab
- Maybe overhauling the heal item in the shop, kinda strong... - Public leaderboards are always nice, but fairly certain upkeeping and running that could be a hassle... I'll leave it there, I could go on and on about ideas. Great game, 10/10 :thumbs_up:
Very simple, yet addicting as hell. The sound design is very well done and optimization too i'd say, you HAVE to play with OpenGL tho.
At some point the normal enemies respawn becomes too low to be entertaining enough, because at +1hs you feel stuck, invincible and eventually bored.
END GAME (no spoilers, just a little help)
The game has an ending ya know, you need to get the 3 upgrades; both peer and drain need to be somewhere on the map... and then interact with one of them with bellow. How do below works? You have to use your whole mouse... After that just follow your instincts
This is my longest game in the fifth try or stmh, I thought I was god but I've already seen other comments too... I recorded some of it I'll update here if anyone's interested.
i'm busy trying to figure out what in the world "below" does... Apologies to anybody trying to figure anything out themselves but i'm putting what i know here:
firstly drain creates a red cube that deals damage to anything inside of it, you can drag the window around to place it on top of things (specifically the boss) and you might notice that there are some stripes just... off in the void that line up with the ones inside the drain window. Secondly, There's peer which by default just seems to let you look at what's elswhere on your screen outside of the window, but the eye in the peer window looks elsewhere and dragging it where it's looking shows another eye. Overlapping the two while having the box overlapping its counterpart changes the eye to have rays coming out of it and the iris turns into a dotted line. At this point i did what anybody looking for easter eggs would do, and got the remaining ability assuming it to be part of the puzzle, but so far have had ZERO success. It's called below so i try putting the other game windows on top of it. This lets me use my circle to overlap the iris of the eye but that doesn't do anything... i can't get the window off the bottom of my screen, checking around the entire screen itself using the gameplay window doesn't show any new secrets... i'm lost.
Very fun gimmick, and actually solid gameplay built around it :)
Would love to see other bosses and enemy types added, the game works beyond just "cool concept woo", I think it could work as a rather fleshed out game.
Could use some optimizations, the homing shot in particular makes the game stutter a whole lot once you have fast fire rate and large spread. Other than that though, what's in this build is really fun.
Here's the score from my third or so round, maybe all the Geometry Wars helped me a bit here. (I had to just give up eventually, the game got way too slow to be very playable, and I'd reached a point where it was pretty much impossible to lose. 3 bosses would spawn at a time every time I finished them off and the second my shots started homing in the game would get super stuttery.)
itd be a lot better if there were more normal enemy spawns than boss spawns lategame, as bosses turn into just being a nuisance after you get like 5 multishots and 10 fire rate upgrades
other than that yeah its pretty good i played it for 90 minutes
Very fun game, but lategame gets meh because of bosses not dropping points and normal enemy spawns slowing to a crawl. At one point it seemed like for every 3 bosses I killed I got maybe 5 normal enemies? The fun thing about the game is upgrading and killing enemies, so I think that should be facilitated :)
By the way, does the rate of the screen narrowing increase the bigger it gets? Cause even with 6 levels of wall punch I couldn't get it to stay open unless I spun in place.
yeah, during lategame normal enemies spawn slower, but only normal enemies drop coins, that Boss won't. Upgrading become slower in lategame that makes me kinda bored.
I have wealth14 but I still can't get enough coins to get upgrade in like 15 minutes.
but, above all, it's a very fun game and very unique gameplay. And I love it.
this is a dream come true. always had this idea of making a game that relies on the desktop window manipulations.
seeing it in action is amazing! great job :)
Soo.... anyone figured out what the deal with the eye is? Like when you have drain there's an incomplete square that you can put the drain on top of. When you do so the eye seems to glow but the pupil seems incomplete, i've tried to put the character on the pupil but nothing seems to happen, i feel like something should be happening
Its a pretty good way to get the player playing for longer, trying to figure out what peer does. though the unlock seems a bit lackluster and seems worse than what you use before. Cool secret to figure out, not the best reward for said secret.
Yeah, it's not the strongest and honestly, it made the game harder. I gave up after realizing it was worse than my base weapon. Maybe it's random upgrades for each run?
Congrats on another genius concept with great execution! Curious how you implemented the window movement, did you have to do anything special to make it smooth? Nice job!
cool game, original idea and great implementation, had some trouble with accidentally clicking on the desktop instead of the window but other than that, i enjoyed it. 14 yellow triangles/14
For some reason, I cannot start the game in any capacity. I run the exe and bat, I get the loading spinner on my cursor, and... nothing. Nothing pops up.
I'm not sure if it has anything to do with it, but I am running Windows 11.
WHOA, this is easily one of the most unique games ever! I wasn't great at it lol but I enjoyed every moment, and the tension that the shrinking window brought with it was lovely. Plus adding the other pop-ups and such was brilliant. This is so polished, which is wild for such a unique idea in such a short time frame.
As a tech demo, its awesome, as a game, it's issues begin to show quite early. Firstly, there's not much reason to revisit the game other than getting a new high score, which for some is plenty of reason, but for others, it isn't enough incentive to keep playing, many roguelikes introduce random new assets into each run as a way of keeping the game fresh, perhaps elements of that idea could be implemented here to prevent the game from becoming stale. Another thing I disliked was the lack of communication, Wall Punch was one upgrade I didn't really understand, and since there's no real descriptions like in most roguelikes, I still don't quite understand what its supposed to do, it seems like it's meant to make it easier to resize the window by shooting its borders but I didn't really feel like it was doing that, and without a second guess I found myself rarely purchasing it, even a little description underneath the upgrade in the shop would be nice. Another thing I found was that many aspects of the game weren't too well thought out, one example of this is the homing upgrade, I would often try to shoot the border to expand in one direction but an enemy in the complete opposite direction of where I was firing would attract my bullets towards it and as I got more homing upgrades would eventually violently curve my bullets to the point I had to hug the wall I wanted to expand. This could've been solved by simply having a dot product check in place to see if an enemy is even loosely in the direction a bullet is moving, and having this get more lenient as you get better homing upgrades, but having it cap at 90 degrees left and right to prevent the violent 180 degree curving I talked about earlier. And since I spent so much time hugging the wall to expand it, it helped me notice another issue, since enemies rarely if ever spawn within the bounds of the main window's border, it led to many frustrating moments where I would get hit by something right offscreen when hugging the wall. Of course this wouldn't happen too often, and could probably be mitigated by solving issues that force me to hug the wall anyway, but it's a frustrating issue nonetheless, maybe there could be some sort of faint color-coded glow coming from the border of the window that indicates the direction an active enemy is in, with more "important" or objectively dangerous enemies having a stronger glow, and the laser star enemy having no glow, obviously. Speaking of that laser enemy, I noticed that it decreases spawn rates when one is active, this became a massive issue late game as the lack of enemies, and subsequently the lack of coins forced me into a monetary drought throughout the endgame, and made it too difficult to survive long enough to even get the money for a heal, much less find it with the growing price of shop rerolls draining my wallet before I could even purchase one. I could probably bring up many more issues but I think you get the idea, the gameplay is fairly flawed in many aspects, and since this was a game jam project, I'm not sure if you would be willing to update the game or if the intricacies of the gameplay loop's design were even that deeply considered, but its nonetheless an interesting project that shows off the idea of a multi-window and completely window based game quite nicely, I wonder if other games will do anything with this idea, maybe they already have.
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Damn, this is a great game! Objectively better than some Triple A games being released these days :]
If you want some feedback/are planning to continue this project, here's my two cents:
- Some more bosses would be nice, with unique and challenging mechanics that would play nicely with the restrictiveness of the small tab
- Maybe overhauling the heal item in the shop, kinda strong...
- Public leaderboards are always nice, but fairly certain upkeeping and running that could be a hassle...
I'll leave it there, I could go on and on about ideas.
Great game, 10/10 :thumbs_up:
So you've played windowkill. Now, it's time to try —
mackill.
How did you do this?
Im trying to do this for myself but to no avail.
A program called wine can be used to run windows programs on mac and linux.
it's not as good as running native, but it runs smoothly for me.
it was fun i like it a lot![](https://img.itch.zone/aW1nLzEzNzYyNjQ3LnBuZw==/original/Rhka2O.png)
I'm impressed this works without issue on linux using wine love the game, you should totally release the native version for linux!
Very simple, yet addicting as hell. The sound design is very well done and optimization too i'd say, you HAVE to play with OpenGL tho.
At some point the normal enemies respawn becomes too low to be entertaining enough, because at +1hs you feel stuck, invincible and eventually bored.
END GAME (no spoilers, just a little help)
The game has an ending ya know, you need to get the 3 upgrades; both peer and drain need to be somewhere on the map... and then interact with one of them with bellow. How do below works? You have to use your whole mouse... After that just follow your instincts
This is my longest game in the fifth try or stmh, I thought I was god but I've already seen other comments too... I recorded some of it I'll update here if anyone's interested.
i'm busy trying to figure out what in the world "below" does... Apologies to anybody trying to figure anything out themselves but i'm putting what i know here:
firstly drain creates a red cube that deals damage to anything inside of it, you can drag the window around to place it on top of things (specifically the boss) and you might notice that there are some stripes just... off in the void that line up with the ones inside the drain window. Secondly, There's peer which by default just seems to let you look at what's elswhere on your screen outside of the window, but the eye in the peer window looks elsewhere and dragging it where it's looking shows another eye. Overlapping the two while having the box overlapping its counterpart changes the eye to have rays coming out of it and the iris turns into a dotted line. At this point i did what anybody looking for easter eggs would do, and got the remaining ability assuming it to be part of the puzzle, but so far have had ZERO success. It's called below so i try putting the other game windows on top of it. This lets me use my circle to overlap the iris of the eye but that doesn't do anything... i can't get the window off the bottom of my screen, checking around the entire screen itself using the gameplay window doesn't show any new secrets... i'm lost.
I may be a fool.
try right click with bellow.
Very fun gimmick, and actually solid gameplay built around it :)
![](https://img.itch.zone/aW1nLzEzNzU5MTA1LnBuZw==/original/Vl0RMS.png)
Would love to see other bosses and enemy types added, the game works beyond just "cool concept woo", I think it could work as a rather fleshed out game.
Could use some optimizations, the homing shot in particular makes the game stutter a whole lot once you have fast fire rate and large spread. Other than that though, what's in this build is really fun.
Here's the score from my third or so round, maybe all the Geometry Wars helped me a bit here. (I had to just give up eventually, the game got way too slow to be very playable, and I'd reached a point where it was pretty much impossible to lose. 3 bosses would spawn at a time every time I finished them off and the second my shots started homing in the game would get super stuttery.)
I... flew into the sun? And the game closed.
i believe you’re the first person to find that :)
wdym?
its an easter egg.
yep found that as well
Ahh i love games like this, i've always wanted to make one but i always ran into issues with the window api. Really cool and fun!
How does bellow work?
If you right click with the bar entirely filled the window expands for a few seconds
did i win yet?![](https://img.itch.zone/aW1nLzEzNzU1ODcxLmpwZw==/original/u7rIuj.jpg)
itd be a lot better if there were more normal enemy spawns than boss spawns lategame, as bosses turn into just being a nuisance after you get like 5 multishots and 10 fire rate upgrades
other than that yeah its pretty good i played it for 90 minutes
what...
HOW DID YOU DO IT?
Can you release the source code of the project?
Did you make this in a custom engine?
it was made in a modified version of godot
Which one?
everyone keeps talking about multiple bosses, but when I beat the boss the game just freezes , I can't do anything like move, shoot, open the shop
I can even drag the window around, normally the game stops you from doing that
am I doing something wrong?
Try running the "opengl.bat" I had this problem too but when I ran this one it worked fine
Very fun game, but lategame gets meh because of bosses not dropping points and normal enemy spawns slowing to a crawl. At one point it seemed like for every 3 bosses I killed I got maybe 5 normal enemies? The fun thing about the game is upgrading and killing enemies, so I think that should be facilitated :)
By the way, does the rate of the screen narrowing increase the bigger it gets? Cause even with 6 levels of wall punch I couldn't get it to stay open unless I spun in place.
Credentials:
yeah, during lategame normal enemies spawn slower, but only normal enemies drop coins, that Boss won't. Upgrading become slower in lategame that makes me kinda bored.
I have wealth14 but I still can't get enough coins to get upgrade in like 15 minutes.
but, above all, it's a very fun game and very unique gameplay. And I love it.![](https://img.itch.zone/aW1nLzEzNzU5NTA2LnBuZw==/original/UEdN3h.png)
how exactly do i start up the game?
double click the exe
The field of view slowly collapsing on you is scary, and I love it!
this is a dream come true. always had this idea of making a game that relies on the desktop window manipulations. seeing it in action is amazing! great job :)
addicting game, if i didnt kill myself it wasnt going to end.
Soo.... anyone figured out what the deal with the eye is? Like when you have drain there's an incomplete square that you can put the drain on top of. When you do so the eye seems to glow but the pupil seems incomplete, i've tried to put the character on the pupil but nothing seems to happen, i feel like something should be happening
Nevermind I got it!
Hint: You have an ability as well, don't forget that.
woah, really? you’re the first one to find this! (or at least get that far)
Its a pretty good way to get the player playing for longer, trying to figure out what peer does. though the unlock seems a bit lackluster and seems worse than what you use before. Cool secret to figure out, not the best reward for said secret.
then you have more to discover :)
Wait theres more???????? I thought the orb was the only thing you could get????
(Edit)
I just got the notification now..
Yeah, it's not the strongest and honestly, it made the game harder. I gave up after realizing it was worse than my base weapon. Maybe it's random upgrades for each run?
I wonder how big the orb gets? and how much dmg it does when it hits the boss
Not the best on a potato, but still really good! Nice idea!
Fun game :)
![](https://img.itch.zone/aW1nLzEzNzQ1MTUwLnBuZw==/original/tyZj9c.png)
I love this game
That's a REALLY unique concept
This is a very unique concept, amazing game!
Very nice game, would waste 33.6 minutes my time again :D you get the special privilege of staying in my doodads folder
i highly recommend.![](https://img.itch.zone/aW1nLzEzNzQzNjU4LnBuZw==/original/t%2BFj7K.png)
Congrats on another genius concept with great execution! Curious how you implemented the window movement, did you have to do anything special to make it smooth? Nice job!
cool game, original idea and great implementation, had some trouble with accidentally clicking on the desktop instead of the window but other than that, i enjoyed it. 14 yellow triangles/14
what does the peer do?
Cool game, very original![](https://img.itch.zone/aW1nLzEzNzQwNjcyLnBuZw==/original/Ug8mi1.png)
For some reason, I cannot start the game in any capacity. I run the exe and bat, I get the loading spinner on my cursor, and... nothing. Nothing pops up.
I'm not sure if it has anything to do with it, but I am running Windows 11.
WHOA, this is easily one of the most unique games ever! I wasn't great at it lol but I enjoyed every moment, and the tension that the shrinking window brought with it was lovely. Plus adding the other pop-ups and such was brilliant. This is so polished, which is wild for such a unique idea in such a short time frame.
- ✨Beth
fun
couldve gone longer but it was starting to get boring so i just decideed to die![](https://img.itch.zone/aW1nLzEzNzE5Njk2LnBuZw==/original/HqkI7L.png)
I don't know why, but when I opened the .exe file, it said that i was missing the .pck when it's still there.
please extract the contents of the .zip somewhere before opening
As a tech demo, its awesome, as a game, it's issues begin to show quite early. Firstly, there's not much reason to revisit the game other than getting a new high score, which for some is plenty of reason, but for others, it isn't enough incentive to keep playing, many roguelikes introduce random new assets into each run as a way of keeping the game fresh, perhaps elements of that idea could be implemented here to prevent the game from becoming stale. Another thing I disliked was the lack of communication, Wall Punch was one upgrade I didn't really understand, and since there's no real descriptions like in most roguelikes, I still don't quite understand what its supposed to do, it seems like it's meant to make it easier to resize the window by shooting its borders but I didn't really feel like it was doing that, and without a second guess I found myself rarely purchasing it, even a little description underneath the upgrade in the shop would be nice. Another thing I found was that many aspects of the game weren't too well thought out, one example of this is the homing upgrade, I would often try to shoot the border to expand in one direction but an enemy in the complete opposite direction of where I was firing would attract my bullets towards it and as I got more homing upgrades would eventually violently curve my bullets to the point I had to hug the wall I wanted to expand. This could've been solved by simply having a dot product check in place to see if an enemy is even loosely in the direction a bullet is moving, and having this get more lenient as you get better homing upgrades, but having it cap at 90 degrees left and right to prevent the violent 180 degree curving I talked about earlier. And since I spent so much time hugging the wall to expand it, it helped me notice another issue, since enemies rarely if ever spawn within the bounds of the main window's border, it led to many frustrating moments where I would get hit by something right offscreen when hugging the wall. Of course this wouldn't happen too often, and could probably be mitigated by solving issues that force me to hug the wall anyway, but it's a frustrating issue nonetheless, maybe there could be some sort of faint color-coded glow coming from the border of the window that indicates the direction an active enemy is in, with more "important" or objectively dangerous enemies having a stronger glow, and the laser star enemy having no glow, obviously. Speaking of that laser enemy, I noticed that it decreases spawn rates when one is active, this became a massive issue late game as the lack of enemies, and subsequently the lack of coins forced me into a monetary drought throughout the endgame, and made it too difficult to survive long enough to even get the money for a heal, much less find it with the growing price of shop rerolls draining my wallet before I could even purchase one. I could probably bring up many more issues but I think you get the idea, the gameplay is fairly flawed in many aspects, and since this was a game jam project, I'm not sure if you would be willing to update the game or if the intricacies of the gameplay loop's design were even that deeply considered, but its nonetheless an interesting project that shows off the idea of a multi-window and completely window based game quite nicely, I wonder if other games will do anything with this idea, maybe they already have.
gg