Shoot the Cores!
How fast can you destroy the Grandmothership and all of her cores?
- Shoot by mashing or holding the 'x' button.
- Aim your option buddy by holding the 'z' button (pauses the game as you're aiming).
- Destroy the big 'eye' cores to earn power-ups and get a better fighting chance against evil.
- Wreck havoc, destroy as much as possible for extra points!
- Watch your shields (bottom of the game window), if they get depleted it's "game over, man!"
This game was heavily influenced by the third level of R-Type. I still remember how it blew my mind when I first played it as a kid in the 80's arcades. Please enjoy and feedback is always appreciated. Cheers!
- HUGE art upgrade with help from none other than "Mathieu ' @p01' Henri". He was kind enough to spend some time with the sprites in the game and I think it looks so much better now. Thanks a lot Mathieu!
- Faded starfield when close to the upper and lower edges of the playfield, hopefully it helps with the boundary problems some people have experienced.
- Other small bug fixes, polish and optimizations.
- Work on the background "starfield": added vertical parallax for depth and added a menuitem to tone-down the amount of distracting "stars"
- Fixed issues with the upgrades menu: animates into the scene and it should be better about grabbing inputs at the right time
- Fixed issue where if the player presses back during the initial part of the game they never reach the grandmothership
- Initial wave of enemy ships now take one hit to kill
- When the ship is close to zero health, it starts spewing out more smoke particles.
At first I thought the ship was severely under-powered, trying the below/above road, but once you start by the middle, and get a few powerups, you start to see what zones you can clear off without taking too much risks. In that sense, it has a real feel of exploration (R-typevania is a great way to put it).
Loved it, took about ~25 minutes to clear. It's really fantastic.
Background starfield was not an issue, except when there is hardly anything on screen: then, probably because of the concentration, I felt some motion sickness. If there are enough tokens, it could automatically reduce as you get further from the ship?
Small issue: the invisible walls can be disturbing, especially when enemies can fly way above the invisible limit. Maybe you could add some pixel dust to make it visible, or suggest that this is a wormhole boundary?
And a small bug report:
Runtime error line 1480 tab 0
Attempt to perform arithmetic on field 'sin' (a nil value)
(I got this while getting close to the upper invisible wall, otherwise I don't see anything to reproduce)
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