Be careful you have limited energy, use it wisely.
(A/Alpha) The Claw - Grab ships and pull them towards you. Costs a lot of energy (S/Beta) Ballista - Fires a single laser (D/Gamma) Citadel - Not a weapon, you must protect this at all cost. Use to regain energy for your weapons (F/Delta) Onager - Fires an exploding shot (G/Epsilon) Death Ray - Casts a beam that destroys all in it's path. Costs a lot of energy
Only The Claw and The Death Ray can damage the shielded ships.
Music: "STEAMTECH MAYHEM" by Eric Matyas www.soundimage.org
I like the idea of having different types of weapons for different purposes. Recharge mechanics is also good, it makes game more interesting and difficult. But I wish the controls were better: for example, ability to change weapos with mouse wheel would be nice.
The gameplay is so much fun, even though it might look a bit simple. Instead of just using 4 different weapons which just shoot different types of bullets, you even added a freaking grappling hook, awesome! Also, the replenishing mechanic (that middle tower) makes the game really interactive, which is good. :)
A few feedback points: - Five different weapons is great, but I had a hard time mastering the controls at first. - The first time I played it, I got totally destroyed by the amount of enemy ships.
Very interesting take on a classic shoot-em-up game. I love the weapon variation, but it could really use a slow paced first couple levels to get used to the weapons. Great job!
Very good idea, I liked. The mechanics are innovative and the gameplay flow. Graphic is not too good but it is not important for that game, it is adictive.
This is alright, but the enemy immediately targeting your base with one life while you try to spam the keyboard to use weapons that aren't out of charge is a little difficult - the difficulty should ramp up, rather than starting hard and staying hard. Graphically, it could do with a lot of tidying up, but it's decent enough to see what everything is. The mechanic is okay, but it really is trying to introduce you to everything at once. Perhaps introduce each weapon one by one, so you can learn them and what they do before everything eats you?
After a nice little taste I was ready to put it down, but then I went back to it and tried to improve. Fullscreen was a more immersive experience. I played more than I thought I would!
Was there no score though? I really wanted there to be a score, maybe I missed it.
Lastly I ran into some kind of technical issue a few times where it would ignore my keypresses for several seconds. This only happened after going to fullscreen and playing a while.
After doing well then losing while in ignored-input mode, I lost faith in the fairness and that was when I moved on.
But a strong entry that really held my attention and made me think, great work.
That was way more fun and strategic than I expected. Clever weapon and enemy design. The graphics could use some polishing, and the controls were a little unnatural at first, but this was a great little entry. I'd suggest a scoring mechanism, and allowing switching weapons via the scroll wheel.
Comments26
But I wish the controls were better: for example, ability to change weapos with mouse wheel would be nice.
The gameplay is so much fun, even though it might look a bit simple. Instead of just using 4 different weapons which just shoot different types of bullets, you even added a freaking grappling hook, awesome! Also, the replenishing mechanic (that middle tower) makes the game really interactive, which is good. :)
A few feedback points:
- Five different weapons is great, but I had a hard time mastering the controls at first.
- The first time I played it, I got totally destroyed by the amount of enemy ships.
The energy mechanic makes it more interactive and force players to be strategic about what weapon to use or when to shoot.
Well done!
After a nice little taste I was ready to put it down, but then I went back to it and tried to improve. Fullscreen was a more immersive experience. I played more than I thought I would!
Was there no score though? I really wanted there to be a score, maybe I missed it.
Lastly I ran into some kind of technical issue a few times where it would ignore my keypresses for several seconds. This only happened after going to fullscreen and playing a while.
After doing well then losing while in ignored-input mode, I lost faith in the fairness and that was when I moved on.
But a strong entry that really held my attention and made me think, great work.
Found the recharging mechanic was a bit weird.
Very difficult, could be slightly easier.
But anyway great concept!