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Cart [#fourgigabossfights-3#] | Code | 2019-02-12 | No License | Embed
20

4 GIGA BOSS FIGHTS

Objective

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.

Features

  • 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!

Updates

Feb 11,2019:

  • Bosses now have Lovecraftian names!

Feb 9,2019:

  • 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

Feb 5,2019:

  • Fix a permadeath persistence bug
  • Added touch/mouse support
P#61495 2019-02-04 04:14 ( Edited 2019-02-12 04:48)

1

This is awesome. So stylish and super polished. Even just in the menu I can tell how much work you put into it. And it's fun to boot!

P#61498 2019-02-04 07:59
1

this is awesome :D

P#61499 2019-02-04 08:47
1

Amazing!

P#61503 2019-02-04 10:54
:: Ikura
1

Awesome game! How about giving the boss randomly generated names?
Edit: each name is unique, so there are multiple syllables (one to four), to ensure this

P#61546 2019-02-05 18:32 ( Edited 2019-02-05 18:35)

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.

P#61551 2019-02-05 19:39
:: Ikura

gasp Amazing that you had my idea in mind the whole time! Hope you free up some tokens! Maybe shorten the variable names?

P#61553 2019-02-05 20:07 ( Edited 2019-02-05 20:08)

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).

P#61557 2019-02-05 20:30
:: Ikura

So I should wait for a while...

P#61560 2019-02-05 21:57
:: Ikura

Only now I just realized that the bosses have mouths

P#61579 2019-02-06 17:06

@Ikura: do you mean the circle in their center core? It could be interpreted as its mouth or its eye, or maybe both (because, you know, cosmic horrors and all that :)

P#61580 2019-02-06 17:15
1

Nice shmup - I was a little put off by the "nudge rotation" when moving the player, but that's an unique gameplay.

However, WHY NOT 60FPS??? The game screams for ultrasmooth bullet move!!

P#61585 2019-02-06 19:43
:: Ikura
1

@guerragames Or maybe something completely different, that we might not understand!

P#61586 2019-02-06 19:50

@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.

P#61593 2019-02-06 21:31 ( Edited 2019-02-07 01:25)

30 fps is probably the best anyone making a game on here can do. limited memory just makes it more authentic.

P#61620 2019-02-07 14:46

@nonymousFog: a good number of full games are 60FPS, not to mention mine:

P#61635 2019-02-07 19:39

yeah, I also have a bunch running at 60 (Friendly Dungeon, Slime Bubble Bro, skulldude, Run-Gun-Bot)... but they're not as intense in the bullet-hell department.

P#61637 2019-02-07 20:01

Can't promise anything, but I might try to upgrade it to 60FPS in the near future.
challenge_accepted.png

P#61638 2019-02-07 20:35

Amazing! Stunning! Exciting!

Aaaaaand I'm dead. Boss #51. So. Many. Lil. Dots.

P#61741 2019-02-10 21:50 ( Edited 2019-02-10 22:22)

@Ikura: Bosses have names now! :)

P#61797 2019-02-12 04:49

how do I control myself

P#61805 2019-02-12 14:29

@nonymousFog: not entirely sure what you mean, but you can steer the ship with the arrow keys (or d-pad on a controller) or touching and dragging on touch devices... but I would definitely recommend using a gamepad controller if available.

P#61818 2019-02-12 18:39

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.

P#61819 2019-02-12 19:47 ( Edited 2019-02-12 19:48)

This is my favorite gamepad (if you're on a PC or a raspberry pi):
https://smile.amazon.com/Buffalo-iBuffalo-Classic-USB-Gamepad/dp/B002B9XB0E

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.

P#61821 2019-02-12 20:36

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