hey I'm Aktane - I THINK IVE GOT SOMETHING!!! ENJOY!!!!
Aug 30 - final boss added! ooooo boy! but no boss music yet :)
Aug 29 - Getting used to the music editor and time for some jams! getting there!
Aug 28 - the level gets bigger, now everything MINUS the final boss and the music, and scoring tweaks are in! lots of Quality upgrades, power up is BACK!, we have tuning on the HP of many things, we also have some bullet sealing so you dont get SHOT IN THE ASS by the aimed shot turrets....
Aug 27 - Made Repair faster, added a ton new enemies, put together a new level, enjoy!!!! powerup is down for now but it will be back :)
Aug 24 - Back from Vacation and made the game a bit easier, and LOTS and LOTS of Code Reconfiguring and Bug Fixes... but there's still way more work to be done :) NEW POWERED UP SHIP SPRITE THO! :)
Aug 19 - POWER UP ADDED! Bullet clearing added when hit or repairing... SUPER HARD SHOOTING GAME WEEKEND EDITION! I WONT BE ABLE TO CODE UNTIL TUESDAY! A TON OF CHANGES HERE AND FINALLY A LEVEL TO PLAY! ENJOY AND TRY TO GET TO THE END!
Aug 17 - THE BOXES HAVE TRANSFORMED TO EVIL BATS!, USE YOUR EX! HITBOX SYSTEM REVAMPED!, BULLET SPRITE UPDATED! HIGHSCORES HAVE A CLEAR or NO CLEAR INDICATOR!
Aug 16 - BULLET SEALING ADDED! Ship reverted to regular power. New Intro, New Hit Detection, New Shield Animation. New UI!
Aug 15 - Committed first build
Blame Krystman - he's doing a game jam!: http://itch.io/jam/basic-shmup
Here are his tutorials from Lazy Devs Academy: https://youtu.be/81WM_cjp9fo?list=PLea8cjCua_P3Sfq4XJqNVbd1vsWnh7LZd
I was really impressed with this one! I also did a little video for my channel below:
I know I've commented elsewhere, but this is a great game. Unfortunately its a little difficult to get into at first. For everyone who like shooting games I'd advise you give this a proper go.
I did it!
I have to say, I have played quite a few shmups and I think this one might be one of my favorites. The game design is such that you always feel that you are in danger, but then backs off a little bit when you do make a mistake. For example, when you get hit, all of the enemy bullets disappear, allowing you to get a good few hits in so you can charge your EX meter. Then you can use it, and by then the repair will have probably drifted by you so you can pick it up, have all of the enemy bullets disappear again, and be back at full strength.
However, despite this generosity, the game still requires you to be careful during those brief moments of vulnerability as any shot will end your run. As such, the game manages to strike a careful balance between generosity and animosity that leaves you always feeling that you can't slack off (or else you could die), but until you die you still have a chance (as you could always maneuver until you get a repair). The score on the other hand is a different story though, as getting hit causes you to lose your medal grade, and simply staying away from enemies means you won't get points nor your EX gauge filled up, meaning the game leaves a lot of room for mastery of its mechanics.
Oh, and here is my highest score...
Wow this is awesome!!! Thank you for the write up and big congrats on clearing the game and even updating your high score! I am humbled in even my own expectations of players enjoying this game and the way you explained it is exactly what I was going for in my design, the best explanation I've seen!! That is an indescribable feeling to say the least. Thanks again!
https://youtu.be/CPDE5DloWjk for any folks that want to see my design process a little bit here is a video I did explaining how the game evolved
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