Begin the Slaughter is a timewaster roguelike, designed for ~30 min runs with no metaprogression. You play as a snake-like creature on a world that humans are invading, and you need to slaughter them all.
Each round of the game, you draft a number of building types in a tetrad (tetris-block-like) shape onto the map, and once placed you need to clear a number of regions by destroying the crystals before you gain the ability to play the boss room for that round.
Placing and completing the boss area presents you with a choice of 2 downgrades, and after choosing one you will 3 more building types. This continues for three rounds.
Buildings have different requirements for optimal power level; a higher power level spawns more humans, but completed regions with higher power will also produce more upgrades. Upgrades are claimed by placing them into completed regions.
The combat is momentum based: you need to be moving fast enough before you can hurt anyone. Movement tech therefore includes automated wall-bouncing, grabbing the ground to pivot quickly without losing momentum, slithering and the slither-strike, teleporting to above a dead enemy, and launching yourself from a climbing position, in addition to non-combat movement such as wall-climbing and other maneuvers.
The game makes heavy use of a freezeframe technique, (slowing the world down to 10% speed temporarily), to give the player time to process what is happening.
The demo is currently only the tutorial, which doesn't feature any active enemies. But if you want to get an idea of the movement and movement techs, it's ideal.
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- Tutorial works again (the region will actually complete, allowing the second region to happen)\nThe tutorial drafting controller is a script extending the drafting controller for the main scene, and I changed one of the functions, (complete region()), that the child script changes. Specifically, to allow for a location override.\nI forgot to change the child script, so it was skipping that function instead of running.\n\nThe location override is part of the changes from last patch that allows upgrades to spawn at better locations.\n \n
- Minimap options no longer reset on game load/new map. Options in general that matter for the player now initialized on load. That was an oversight.\n
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- Minimap (& associated options in options menu)\n
- Rerolls work now\n
- There is now a label in the top-right of the drafting screen informing of the rotate/flip commands\n(With controller, it is instead left/right claw, and left/right grab ground buttons)\n
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- Portcullises now only raise once instead of infinitely many times, provided they\'re triggered\n
- Can no longer \"grab\" the weapon in the left hand with the right hand and vice versa\n
- Priority of picking up weapons is now below that of attacking someone\n
- Debug labels added. They display your region, the enemies alerted, if a boss region is considered active, and the number of active crystals in your region. Make visible by pressing the debug key. Ideally, this shouldn\'t tell you any information that the game doesn\'t already tell you. \n
- Attack cooldowns & cooldown graphics slightly tweaked\n
Minimum Setup
- Processor: x86_64 CPUMemory: 1 GB RAM
- Memory: 1 GB RAM
- Graphics: Integrated graphics with full Vulkan 1.0 support or Direct3D 12 (12_0 feature level) support
- Storage: 630 MB available spaceAdditional Notes: Compiled on a Debian System
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