- fully playable
- difficulty rebalance
- demo mode


Oh! hello Jimmy, fun to see you here!
@cheepicus I will rework a little the control speed soon, to make doge easier.
Now I'm focusing on creating nice and fun patterns.


@Connorses: Shmups have reduced hitboxes for such things. It makes for 'impossible looking coolness' while playing. Usually the hitbox is simply the 2 or 3 pixels for the cockpit, everything else are just graphics stuck to your hit box that aren't affected by anything.


Hi Moechofe:
You have a very fine bullet hell going here. If you want some ideas, you might look to the game, "Invader" for Gameboy Advance.
They have worked in some nice interactive elements including contacting mother base before and during missions.


Keep this one going. I'm looking forward to the completed game



This is really fun!
I did catch an error though, after the second loop...


PS: Somebody get a music person on this thing!


Interesting bug @TonyTheTGR thank you.
Music during the game will be difficult, I'm using the channels for sfx right now. But I'll try anyway.


- title music
- lot of bug fixes
- some score balance
- new score effects
- fully playable: title->ranking->play->win->...
- slow mode for boss crowded patterns
- 2nd level is in progress, the small ennemies part is almost ready, (need some balance), the boss part isn't started yet.


Holy moly, this looks good.
I think maybe a bit of visual feedback e.g. flashing white when doing damage to enemies. And maybe the dark blue death cloud circles hang around a bit too long after the explosions, but looking really really cool!


Thanks you @elneil
I agree for the blue smoke and I will reduce the time it takes to disappear.
But not for the flash effect, there is 3 way for an enney to take damage: the beam (2 shoot per frame), the lazer (hitscan), and explosion from other killed ennemies. Both beam and lazer will hit every frame, and so, the screen will be completly white.
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