4 GIGA BOSS FIGHTS
Fight your way through an onslaught of more than 4 billion consecutive boss fights in top-down shooting arcade action madness. Dodge bullet-hell as your ship automatically shoots the core of the enemy.
- d-pad/arrow keys: move your ship around
- mouse/touch: swipe to navigate menus, steer ship with relative mouse hold movements
- [z] or [x]: spend your power-bar for 3-way shooting extra fire power (2x power when bar is below 50%, 4x when above 50%)
- controller pad recommended.
- More than 4 billion bosses
- 22 unlockable player ships
- gazillions of bullets
- a few lasers!
- 3 game modes: normal, attract and permadeath
- auto game save persistence between sessions (quit the game anytime)
As usual, please share your thoughts, comments and bug reports below. I truly appreciate everyone's feedback.
Also a big shout-out to my #pico8 bros on twitter for giving great ideas and suggestions as I was developing this one. You guys are awesome!
- Fill up your power-bar as you damage the enemy, press <z> or <x> to spend your power in 2x damage 3-way power shots.
- If your power-bar is above 50%, your power is now 4x for maximum boss obliteration.
- Bosses now have Lovecraftian names!
- Optimized a bit (if things get out of hand stop spawning background particles)
- This means more bullets, harder game... git gud
- Increased the play area a little bit
- Less inertia on the ship's movement
- Shows the number of tries (game overs) on normal mode
- Fix a permadeath persistence bug
- Added touch/mouse support
Thanks for the feedback, guys!
@Ikura: I thought about it early on, using Lovecraft-influenced syllables to generate the names, but I decided to put it under the "if there's still tokens left" bucket.
I might give it a go if I can free up some tokens after I finish implementing mouse support for touch devices.
Shortening var names helps with the compressed size (also a big problem, but a bit easier than token count).
For token count there's: finding dead code, caching values, declaring vars together, representing tables as strings, etc... truly an art on itself (but very annoying nonetheless).
@freds72: It all started as an experiment in "steering" your shooting in a top-down shooter. That's effectively the first mechanic I tried with this game... wanted to be something different than your standard top-down shmup :D
And believe me, I'm with you on the whole 60 fps thing, I tried it many times but I had to sacrifice too many bullets in the process so I decided to release it at 30.
I has question:
How does one acquire such a device known as "Gamepad?"
I can click and drag the ship, but it doesn't seem to fly straight towards the mouse, going too far to the left or right. The best way I've found is to use the mouse and arrow keys at once, but it's tricky.
This is my favorite gamepad (if you're on a PC or a raspberry pi):
As for using both the arrow keys and mouse at the same time, it really wasn't meant to be played like that... I would just use the arrow keys alone.
Great style and interesting controls. Hit detection is spot on and threats are obvious. The stylish visuals don't detract from visibility at all. I usually have difficulty with bullet-hell shooters, as classic 8-way shmup movement feels at odds with the "thread the needle" gameplay and I just never got coordinated enough to make it work for me. I have no such issue with this movement system. Every bullet death feels 100% earned.
Lasers deaths occasionally felt less so, like they were operating a bit faster than the rest of the game. I like that they can force difficult decisions by significantly limiting your evasion routes. But they also make your ships movement go from feeling precise to sluggish when you're failing to out run one. My tactic for these quickly became: "figure out where the worst lasers are coming from; spread-shot that body part down ASAP". Part of me wishes I could spend spread meter on a speed boost instead. I'm not 100% committed to this opinion though and it could just be a "git gud" thing.
On the whole, very cool game that would be fun to see expanded into a stand-alone product.
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