Z - shoot
X - change monster fusion
Left/Right - move
You embark on an epic space battle, with 2 Hull Monsters at your disposal. As the Hook into your ships core, it trembles and shifts gaining aspects of the monsters spirit, and changing its abilities.
As a particular monster gets stronger through continued use, your ship will gain permanent enhancements based on that monsters attribute. Jakrabit will increase Hull Power, Heartwal will increase power, and who knows what other monsters you will discover along the way!
Code + Game Art + Game Design: William Anderson
Music + SFX: Brendan Byrne
Promo Illustrations: Yi-Ting Anderson
Totally cool. Bummed me out that when any of your ships dies it's game over rather than just losing that ship...but I guess if some enemies are immune that makes some sense. Have only caught up to Onistar so far but such a cool Pokemon-shmup type thing.
Awesome job on all the supplemental art too, nailed the card vibe.
And this is one game that really makes me want my PocketCHIP!
Made it to this bad mother...
But when I died the score felt wrong. I had died many times before a lot sooner as my score was in the 5-digit territory...unless scoring gets weird somewhere along the way. But I don't really feel this is a score game, more just can you get to the end (assuming there is one).
And that last monster with the turret upgrade is boss!
Great work on this game! I especially like the backstory / extra graphics - it really goes a long way toward making the whole experience feel complete :)
You've got a great concept with the multiple ships/monsters with different strengths. I like how you have to strategize about which ship you'll use given the particular enemies you're facing.
I'll be enjoying this for quite some time, and then I'll be peeking into the code to see what I can learn!
Yeah, a mention/example of shot immunity would have saved me some frustration.
If you hear a high pitched sound and see white flashes on impact, you're doing no damage. (the sound is sort of similar to what you hear when you swap forms)
edit: extra tip - at game over it's fastest to hit escape and reset the cart.
Now that you mention it, the idea of "shot immunity" could be conveyed better if it were first demonstrated on a weak enemy. I thought I was just whittling down the boss's health, when in fact i wasn't damaging it. If the first enemies with an immunity were the small enemies I would have noticed right away that my weapon matters.
Sorry for the confusion on that, Im sure it couldve been made more clear in gameplay, but I am glad you are enjoying it. For now, I have updated the gameplay/instructions card to show what dangers to avoid and to show that there are different effects for hits (normal, extra damage, and no damage).
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