Updated to VERSION 1.1
Version 1.0 was too easy. Maybe this is too hard? Or maybe I'm just not good enough.
Tweaked difficulty, star colours, and faster wave transitions.
We lived in peace for thousands of years, until they came.
Aggressive beyond reason and sporting a dubious dress sense, they attacked in droves; we pushed them back, but they kept coming. Eventually they were down to their last ship.
Still it comes at us, attempting to exterminate us for unknown reasons. Seemingly unable to take a hint.
You are that ship. Leave your morals at the door and destroy those poor aliens for no logical reason.
Controls .. usual sort of thing, you'll figure it out
I finally grabbed pico-8 a few weeks ago, just before I went on holiday, so jammed away at this in the evenings. Would have been finished quicker but I just kept iterating over it until I was happy.
I am finally free now and can get back to my larger project ..
No doubt this has bugs - there's about 20 waves, at which point it loops back to wave 1. Balancing may be a little off and it could do with fleshing out a bit more, but as a summer project it'll do :)
BTW: the cartridge should support 60fps and it's much nicer to play like this, so recommend playing it direct rather than via HTML
NB. The code is .. well, it is what it is :) I just kept piling stuff in there and it could be extensively improved and cleaned up (for example there are three different functions that create smokey stuff). So take it with a pinch of salt. There's a bit of slow down on some of the busy levels which could probably be optimised by making sure not to create more blobby things over a certain threshold, but it always seems to remain playable.
P#27113 2016-08-20 11:24
I was able to go to level 18 before blowing up. One minor nitpick, the white stars in the background are a bit disturbing, I wasn't immediately clear if it was an enemy bullet or not.
P#27114 2016-08-20 13:15
The white stars - yes, agreed with that - the fast ones are a bit off-putting; maybe dimming them would help a bit (or just eliminating the fast ones).
P#27115 2016-08-20 13:22
P#27118 2016-08-20 14:53
I think the reliable amount of shield power-ups helps a lot to get through the game. Maybe replacing some of them with bombs would make the game a little harder (also I loved bombing things up).
Explosions are satisfying, as it is smoke, game speed and enemies formations. Your game have it all! nice summer work (I hate you:).
P#27135 2016-08-20 22:33
I think the shield powerups and the extra lives come up too often though. I was basically stuck in a loop with 4 or 5 lives so I had to actually try to end the game, haha. More waves consisting of stronger enemies, or less shield powerups would go a long way towards making it feel perfectly balanced!
P#27136 2016-08-20 22:48
There is only one aspect that currently feels a bit off - the readability of the playfield. The white stars in the background really feel like foreground objects, so the instinct tends to be to dodge them. The power-ups also feel like something dangerous on first glance, and the sheer number of background stars makes it a bit hard to see the important stuff.
If possible, you could try making the foreground/background distinction clearer, and try making it easier to tell things that are dangerous apart from those that aren't. The powerups for example have a smoky trail, which makes the intuition in your head say "missile!" and you have to consciously fight that first impression.
P#27149 2016-08-21 07:06
The main difference is subtle - changed to only hand out new lives every 30,000 points rather than 10,000. Also some bad (good?) guys need more hits to zap them.
Made a few other tweaks as suggested by people - namely star colour is a bit dimmer in non-warp mode, and the warp transition is much faster to try and maintain the pace.
I can't make it past wave 10 now, so maybe I just suck ...
P#27178 2016-08-21 18:25
Some thoughts anyway:
- Sometimes a sound fx keeps loop playing. It unstucks when there's a lot of action and, I guess, sounds stacks up to the point of unclogging the stuck channel.
- The 2 colors stars, with differents speeds, are nice, but it's true the white are too much up front and get mixed up for projectiles. Replacing white with the light blue or bluish grey should do just fine.
- I think the gameplay in itself is perfect. To make the game a little more difficult, first I'd just raise the points needed for extra lifes (looks like you got one every 25000 points) and bombs. Maybe that's enough?
- Only once, at a moment there was a huge yellow disc attacking me, among other ennemies (well, I know I'm the bad guy), like a mini-boss, that needed a lot of shoots to disappear. Did I dream??
Anyway, the prettiest and catchiest game I saw this far, and there are a bunch of great ones. Pico-8 is quite a sexy little beast. I bought it 3 days ago, and I'm in love. The non pico-8 games I played that were as much satisfying, are those of Puppygames (Ultratron and Titan Attacks! especially).
So, shortly said: terrific job!
P#27179 2016-08-21 18:25
P#27465 2016-08-27 07:17
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