Left Click and Hold to charge up and attack, when you hear the high pitched sound you're fully charged! Release to fire your special attack.
--Gameplay--
The shapes are invading, oh no! You have nothing to defend yourself with besides this pesky little gun. Fend off the shapes for as long as you can and become more and more powerful! Upgrades will change your bullets and increase your stats.
--Post Mortem--
I think this one turned out pretty fun, I wasn't able to playtest the game as much as I would've wanted to so the game may have a few bugs here and there. Lemme know and I'll fix them as soon as possible.
I wish I was able to add a bit more variety in enemies, but what came out should be fine for now. There's about 7 enemies that function differently I believe. Although they're all really just variants of 2 basic enemy types.
This game is for Ludum Dare 45 - Start with Nothing.
Gameplay wise it's very very simple, but still works fairly well. My only real "issue" was that I seemed to lose for no reason, perhaps an enemy spawn on top of me?
Overall, good. Would have be nice to see some more interesting mechanics/something to set it apart, but I suppose that's personal preference.
@brandon-js-lea I read the rules and I think they allow for bug fixes, but only if it's detrimental to gameplay They just don't want us adding anymore features or content after release
good game, would have been fun if the upgrades came faster just so you could experience the game as quickly as possible, however, I guess that would make the lag even worse.
It seems like you already know about enemies spawning on you, but is there supposed to be duplicate upgrades at the same time? You game is a fun shoot em up, but there are a bit of bugs here and there that subtract from the experience.
With the multishot it appears the the game lags. I liked that there were multiple enemies. Would be nice if the powerups paused the game. Not sure how this fits the theme, but the theme is very open ended.
The idea of an arena-less arena shooter is an interesting one. In my (score 101 -- so rather short, I guess) run, I never found myself in that frantic mobbed-on-all-sides sort of situation that one gets in (e.g.) SmashTV. I wonder if it is possible to create that sort of feeling without walls, or if having the ability to forever run in a given direction basically shuts that down.
Also -- a small note -- the zoom control feels reversed to me.
Very good entry but I think there should be a better indication of when an enemy is stronger than the other (like adding a shield icon that grows in strength).
That was really quite fun! Only problems I could find were that the scrolling for zoom in and out were reversed and that shooting too much can cause some lag. Great game!
wow, great work. this is a realy nice game, well polished also. uhm the only thing i found was that the small triangles could spawn right under me. at that point when it happened i had been standing still for abit.
Really well made game, the graphics work well and it was fun to play. I think there should be some sort of fire rate limit, but otherwise the only issue I had was that it crashed when I tried to get a health upgrade.
I could play this kind of games for a loong time, they're sooo flow inducing :D
You made great use of animation to juice up the visuals, from the small recoil of the ship cannons to the background squares.
Sounds were a bit too loud, but they fit well.
I wasn't too sure about if there was any way to make the upgrades appear, or if it was just a matter of surviving long enough.In any case, I think I reached to the third upgrade selection panel and the game also crashed for me when I picked the health power up.
Despite this, I really enjoyed playing it. It feels quite solid, well done!
@ithildin Yeah the game is based on a wave system. I did't put in a wave counter though, it was one of things that I had forgot to do before launching the game lol. As a result the upgrades seem to be appear randomly, but they actually appear every 2 waves. Waves get longer as the game gets more difficult so.
--Final Bug Fix-- Fixed Crash when health upgrade is chosen.
Comments25
Gameplay wise it's very very simple, but still works fairly well. My only real "issue" was that I seemed to lose for no reason, perhaps an enemy spawn on top of me?
Overall, good. Would have be nice to see some more interesting mechanics/something to set it apart, but I suppose that's personal preference.
@lizelive I'll fix that tomorrow
@askingquestions Glad you enjoyed it!
Are you allowed to fix bugs once the compo periods over?
They just don't want us adding anymore features or content after release
Also -- a small note -- the zoom control feels reversed to me.
Small bug I found: the background effect (which is really cool btw!), doesn't scale with how far out the camera is zoomed.
Nice work!
~~Reminds me of SK's guns... hmmmmm... :P~~
-Fixed Status' stacking over each other.
-Fixed Explosive Shot lagging and exploding way too many times.
-Fixed Double Shot lagging.
-I believed I fixed the lag spikes entirely from my testing, but I don't know how you guys' computer will fare.
-Fixed freeze status causing enemies to move backwards.
-Removed debug buttons that let you get upgrades whenever you want.
uhm the only thing i found was that the small triangles could spawn right under me. at that point when it happened i had been standing still for abit.
gj btw :dog: :dog:
You made great use of animation to juice up the visuals, from the small recoil of the ship cannons to the background squares.
Sounds were a bit too loud, but they fit well.
I wasn't too sure about if there was any way to make the upgrades appear, or if it was just a matter of surviving long enough.In any case, I think I reached to the third upgrade selection panel and the game also crashed for me when I picked the health power up.
Despite this, I really enjoyed playing it. It feels quite solid, well done!
--Final Bug Fix--
Fixed Crash when health upgrade is chosen.