Getting shifty

Getting shifty

This game is from the old Ludum Dare platform. You can try viewing the original page on Web Archive
(may not load correctly).
audio: 2.91
coolness: 1.00
fun: 3.67
graphics: 3.38
innovation: 2.74
mood: 3.31
overall: 3.41
theme: 3.68
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Instructions

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Your objective is to get the highest score possible and survive for as long as you can.

To score points you need to destroy creeps, by shooting them while in a different shape than theirs.

Every enemy can hit you, but you can absorb bullets shot by enemies with the same shape as your current one and refill some energy for your helpful blaster.

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Controls: Mouse/Keyboard

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>> WASD/Cursors: Movement (depending on time, I will try to support gamepads and non-QWERTY layouts)

>> Move mouse around: Aim

>> Left click: Shoot

>> Right click: Blaster

>> Q/Wheel down: Previous shape

>> E/Wheel up/Right click: Next shape

>> P: Pause/unpause

>> M: Mute/unmute (but it's currently glitchy, I need to check why that's happening :/)

>> R: Hard reset

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Tech

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>> Language + engine: Haxe + flixel.

>> Art: Photoshop CS6

>> Audio: LabChirp, Audacity.

>> Music (well...sort of): Bosca Ceoil

>> Fonts: IBM Logo, Press Start by codeman38.

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Post-compo updates (check itch.io's link)

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>>22/04

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-Replaced assets with clearer shapes (still not final)

-Partially improved UI feedback.

-Replaced music track and added feedback sounds.

-Fixed mouse glitch on Windows.

-(Internal) Paved way to data-driven approach. Second pass on progression and potentially more content intended for the next build :)

>>19/04

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-Added support (and selection screens) for gamepads and AZERTY layouts. I've only tested it on an Xbox One controller.

-Replaced cursor graphics.

-Enemies now pause for around half a second when they spawn.

-Now it's possible to restart the game from the game over menu.

-Started work on rebalancing. At the moment I've established the concept of a difficulty level and defined 4 levels for testing purposes, increasing by every minute. The game may have got harder now, but it should have improved slightly in terms of pacing.
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