How to Play
Collect 3 of the same the color power-ups to gain a powerful new weapon.
Shoot the UFO and collect the yellow power-ups to kick off fever mode!
Collect enough fever mode coins to enter a boss battle
This game is endless. Survive as long as you can while chasing a high score.
Z shoots your gun (hold for auto-fire)
v1.7.2 - Fixed incorrect hitbox on UFO. Minor cleanup.
v1.7.1 - Fixed a crash bug in the background randomizer
v1.7 - Holidays are over...removed snow and Santa. Few minor fixes.
v1.6 - Holiday edition! Added shield powerup. Better manual fire. Boot up credits.
v1.5 - Bug fix for touchscreen added in 1.4
v1.4 - Touch controls for PocketCHIP. Touch sides of screen to move player.
v1.3 - Added auto/manual option for better PocketCHIP play. General cleanup.
v1.2 - Added boss battles between stages plus boss battle music.
About the game
Programmed by Brian Vaughn ( @morningtoast)
Music by Brian Follick (@gnarcade_vgm)
Backgrounds from the Pico-8 Community
This cart is less about the game and more about the people that contributed to it. It's tribute game in more ways than one.
First off, it's a tribute to Space Invaders Extreme that originally appeared on the Nintendo DS. It was Space Invaders kicked up a notch with a total sensory overload.
Second, it's a tribute and thank you to all the great little carts coming out of the Pico-8 forum. In particular, Invader Overload uses several of the carts from the TweetJam thread as manic backgrounds. Designs from zep, NuSan, kometbomb and others are included and create one hell of a show.
There were so many cool little demos coming out of the TweetJam thread that I just needed to find a way to use them. I consider Invader Overload a sort of TweetJam jukebox and hopefully we can all expand on it because you can totally add your own background! There's plenty of room left on the cart so give it a try.
This cart also features some great music from Brian Follick, aka, @gnarcade_vgm. He made a great music track specifically for this game along with a few sound effects, and without that collaboration, this game would have fallen completely flat.
Any reason you chose to make it collect three colours then reset? Rather than it simply being the most recent three you collected?
Your way I sometimes have to pick a colour as a throwaway to reset it after making a mistake. The other way I could just start collecting three of the colour I made a mistake with?
Thanks for all the feedback...happy everyone is enjoying it. It was a fun game to make since I was really just demaking another and having fun with it. Like I mentioned at the top, this game was made to really highlight the backgrounds and music...but glad the game itself turned out fun as well.
And...not sure how far anyone has gotten in the game yet but there are 8 different backgrounds to reach...have you seen them all?
@NuSan - A boss (or bosses) was in my original plan but just got cut because...because...lazy? The thought was to still have it be an endless game and bosses appear every 5 levels or something and then there be 2 or 3 boss variations to pull from. We'll see...might be something I go back to.
@matt - To be honest, the reason the color collecting works like it is, is because that's how it was in the Space Invaders Extreme game I was looking to remake. But I also don't mind the challenge of having to be mindful of the color you want to get and the challenge of getting it. I think the "dammit" reaction when you collect the wrong color is okay, especially since the power-ups are so plentiful it's easy to recover.
This is awesome. I love SIE, now I need to go dig out my DS and play it again. Or actually, no I don't cause I can just play this version instead...
Completely brilliant use of the tweetjam stuff for the backgrounds. Psychedelic yo.
Now just need a version of Pacman anniversary and I'm set :)
Thanks to the great response here and on Twitter, I'm going back and adding some boss battles. Gonna tweak some things while I'm in there including some new music. Nothing too fancy but enough to make things feel a little more complete. Hopefully will have an update this week.
Thanks again to everyone for all the feedback.
Was happy to find out adding a second style of boss battle was within the code limits. Maybe room for a third if I squint.
Otherwise, some minor cleanup and some balancing (and maybe some more new music), and we'll all be able to rock out some new high scores.
Updated with v1.2 which includes new boss battle between stages as well as new music to go along with it. Cleaned up some bugs and tweaked some things.
Also available to play over on itch.io
Please report any bugs or issues.
Updated to 1.3 which allows you to set auto-fire option, which makes this game play much better on the PocketCHIP.
If the PocketCHIP has taught me nothing after only a few days, it's that all shmups should offer an auto-fire option.
Thanks for playing.
I think we're all hoping iPhone play is a possibility one day. Technically, it is mouse controls but using the web player on a phone is all janked...just don't work. I'm hoping they make a Pico-8 player for iOS with a virtual gamepad or something.
Did you think driving in snow was tough? Try shooting invaders!
Just a little update to help spread cheer, joy and frustration around the world.
But I did add a new power-up, shields! Collect 3 white bonus drops to activate and then blast away without fear.
There will be another release next year after the snow melts with more new features and hopefully a few new backgrounds.
The holidays are over so just a quick update to remove the festive snow and Santa Claus that were added in 1.6 last month.
New minor feature is random backgrounds when you press Up on the title screen.
This will probably be the last update for a while. I'm happy with the game and with the response it's received - thanks to everyone that has played and continues to play Invader Overload.
I love this take on Space Invaders. It's like a new... old take :D New in that it's got that spammy bullet hell collectem up feel that seems to be popular now, but it's more pixelated than the original :D
My only critisism is the background is so darn busy I had trouble spotting bullets and powerups over it and I actually died a few times because of it. Couldn't darker colours be used for the background?
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