
Space War Never Ends
This game is from ldjam.com, which is currently unavailable.
You can try viewing the original page on Web Archive (may not load correctly).
You can try viewing the original page on Web Archive (may not load correctly).
Welcome to Space War !
This game has been created as part of 72 hours Game Jam.
I worked on it single handedly with help of music and sound resources from people at www.opengameart.org.
Playing the game on your own computer by downloading the game is highly recommended - the web version has problems displaying the edges of the game (it works fine locally without uploading it to itch.io - if you have got tips, please let me know!)
#### EDIT_3: Fixed! I just had to allow itch.io to provide its own fullscreen button and everything now works just great! Enjoy the browser experience! :)Even though it starts out easy
You might have tou se strategy to take advantage of some of the enemy patterns
If you die a lot.. you are not alone ;)
Thank you and Have fun! :)
#### EDIT_1: Increased base attributes of the player. (It was too hard up to the point where progress was impossible - went with the theme of GameJam too hard :D )
#### EDIT_2: After reading rules, I have added a changelog to make sure. :) See Below . . .
Changelog:
- Fixed an issue where hitting Attack Speed Upgrade would cause enemies to become stronger (Going past -100% caused this issue)- Fixed an issue where having too low attack speed and holding down Space bar would prevent attacks from happening
- Unlockables have been slightly tweaked
- Projectile Split unlockable ability proc chance has been fixed
- Fixed a visual issue happening when splitting projectiles
- Fixed an issue where bouncing ability would cause unwanted/invalid projectile behaviour
- Removed Default Unity FullScreen option (itch.io has its own that works better for their website)
- Attack Speed hard capped at 5-6 attacks per second (from overwhelming 20-25 attacks per second)
- Too large hitboxes issue fixed
- Fixed invalid time dependency of movement of character (it depended on frame instead of delta, sorry)