Adoniram Taylor Bills

GDSR

Oh boy, GDSR. This is where things start to get interesting. This is the first real game that I managed to implement any form of mechanics that I really liked, and was the first game I got any appreciatable amount of the way through.

Firstly: the visual design. This was the first project I decided to say, "you know what, screw it - I don't need fancy graphics. I'll just make everything two colors: white and transparent, and then simply tint that white color and the color of the background."


(These photos were taken during varying times and have different version numbers)

An extremely simple design, and one that, I believe, is the reason why I managed to get so far in this project as I did. It took me five minutes or less to come up with most sprites, which were usually 16x16 or 16x32. This speed of iteration meant I could focus on the gameplay without worrying about the visual part.

So what is GDSR exactly? GDSR stands for "generic demon-shredding roguelike" - a very on-the-nose title, which was very intentional. You were essentially a "demon hunter" traveling through hell in an attempt to kill... Satan. Yeah, kind of a nuts story, but I wasn't too focused on that part at the time, so I just did whatever sounded cool. It was a rogue-like game, meaning you started from the beginning every time you died. It was modeled after "The Binding of Isaac" though GDSR was a sidescroller rather than top-down. You collected items, upgrades and coins. Items could modify the way you dealt damage - by shooting your gun - or by modifying other things, like the way you take damage or heal.

The game features some very... interesting bosses.

Including one named... rock bread. Yeah, don't ask why I named it that. I designed the sprite and said, "hey, this looks like a rock. And also bread." Genius, right?

On the other hand, though, there were some very fun and cool bosses that I designed! One of the best, in my opinion, was "death".

All in all, it's a very interesting project that I may very well return to someday. But for now... I'll let it sit in the closet, collecting dust.