Arrow keys to move, click to shoot. You have only limited ammo, but you can replenish it by collecting the carcasses of enemy ships.
Made with C++ and SFML.
Windows versions provided by Monk. (Thanks, Monk!)
The current version has minor changes to the original submitted version. It no longer segfaults at wave 7, the time resets when you die, rendering is faster (probably not noticeable for anyone else, but it is for me), and ammo count is not printed to stdout (I forgot to remove that originally).
There's a bug which causes sounds to stop playing after a while, and not return until you quit. There's another which causes bullets to only show up intermittently after a while, which can be "fixed" by dying and restarting.
Had to compile it myself since you linked with SFML 1.6 and the version in Ubuntu is 1.5, but that's not your fault.
Enemies should probably stay within the gameplay area. Possibly dead enemies should too.
Time doesn't reset when you die.
Supporting WASD as well as arrows would be nice. Collision could stand to be a little more forgiving, both on enemies against the player and on bullets against the enemies.
A life system would make it less frustrating. One small screwup will send me all the way back to round 1 so I've only got as far as round 3 with the different yellow enemies.
Argh. Disregard my previous comment, it was for a different game.
Yours ran fine (in fact, it ran very smoothly). The gameplay is fun, but some indicator of the number of bullets remaining would be a great help. (why did you remove it!)
Also, it seemed that my ship would usually fire white balls, but occasionally clicking on an enemy didn't appear to fire, but did kill it. If this was part of the mechanic, it wasn't particularly obvious why.
The game is pretty unforgiving, I only made it to wave 4 before giving up. Well done for getting a completely, playable, and fun game though.
The pitch of the firing sound actually goes up as you run out of bullets. You're right that a visual indicator would be helpful; possibly I should have left the count on stdout until I added that.
> Also, it seemed that my ship would usually fire white balls, but occasionally clicking on an enemy didn't appear to fire, but did kill it.
Game run very smoothly and you have some clean graphics. I like that. But than there were the bugs, no music and I dont get the connection to the theme.
Gameplay was quite fun and nice and fast but I didn't really see the theme except for gathering dead enemies for ammo. Could have done with ammunition indicators and lives.
Works fine, good playability, nice particles, interesting idea to keep the enemies moving once they're "dead"... But it seems quite far from the theme, and instant death is annoying. Needs some scoring and ammo count too, or something.
This is a pretty decent idea. Personally, I didn't care for the slidey player movement- I would have preferred tighter control. This is a sound idea, and a pretty direct take on the theme (I disagree with those who have said that it doesn't fit).
Comments15
Enemies should probably stay within the gameplay area. Possibly dead enemies should too.
Time doesn't reset when you die.
Supporting WASD as well as arrows would be nice. Collision could stand to be a little more forgiving, both on enemies against the player and on bullets against the enemies.
A life system would make it less frustrating. One small screwup will send me all the way back to round 1 so I've only got as far as round 3 with the different yellow enemies.
http://trmonks.me.uk/stuff/dastardly-shapes.zip
Ali - you should be able to play now, but hugs are always welcome.
Monk - much appreciated.
I assume it's because I have an older graphics card (Intel 915GM) that doesn't support shaders. Looks lovely, a pity I can't play it.
Yours ran fine (in fact, it ran very smoothly). The gameplay is fun, but some indicator of the number of bullets remaining would be a great help. (why did you remove it!)
Also, it seemed that my ship would usually fire white balls, but occasionally clicking on an enemy didn't appear to fire, but did kill it. If this was part of the mechanic, it wasn't particularly obvious why.
The game is pretty unforgiving, I only made it to wave 4 before giving up. Well done for getting a completely, playable, and fun game though.
> Also, it seemed that my ship would usually fire white balls, but occasionally clicking on an enemy didn't appear to fire, but did kill it.
That's a bug, unfortunately.
Could have done with ammunition indicators and lives.
Glad to see another game for Linux!