I would have liked to give this a good score...
or even a decent one, but the game simply didn't work. I could move the ship about well enough, but the weapons didn't fire at all. Yay.
I would have liked to give this a good score...
or even a decent one, but the game simply didn't work. I could move the ship about well enough, but the weapons didn't fire at all. Yay.
It's Alright *shrug*
I didn't like it much for ONE MAIN REASON: maneuverability. You can't shoot behind you, or around you, only in front of you. So you can't run from AND fight the same enemies. By the time you turn around to fight, you're hit by something. I didn't get too far in the game, but it seems the blue pluses have uncounterable counter-attacks, am I wrong? Don't take me up on that part, just the maneuverability.
It looks like you are modeling this somewhat like Geometry Wars. Well, in Geo-Wars, you get to move you ship and your gun independently of eachother. This would be hard to implement on a keyboard though, the Xbox and Xbox360 version of Geo-Wars use both analog sticks, one for ship movement, the other for gun movement. You could program the arrow keys < and > to rotate the gun, but it wouldn't be as fast as Geo-Wars.
Your concept is in no way original, but it has good potential. I suspect you will receive a much better score next time if you encorporate more maneuverability.
Thanks for the feedback.
The blue enemies can be destroyed when their shields are down if thats what your asking.
As for the controls, as i have said before, i did have some issues when deciding on the control scheme, but like you said, i thought the arrow keys would be far too slow.
In version 2 which i'm just starting, ive already added a new control feature which means changing direction quickly without hitting enemies is now possible. It will still most likely remain mouse controled though.
WOW
Great game; so many bright colours, explosions, power ups and a fun idea. Well done
!
Constructive criticism:
-The mines were a pretty bad weapon. Not only because they drop really slowly and were only as powerful as a bullet, but it's really cheap when you run into a stun spore which happens to drop a mine powerup. So then you're frozen, while being unable to shoot the incoming stun spores for about ten seconds. Ultimately you end up losing four or five lives if there are any lethal enemies around. Either make the ship able to shoot too while it has the mines or get rid of the mines, I say.
-Homing missiles were pretty crappy too, since they were slower moving than regular bullets and barely homed at all. They should have been more like the orange homing bullets the enemies get to use.
-I play the game a lot, and I'm sick of sitting through the long endorsement intro. Yeah, it's not THAT long, but it starts to feel like it lasts an hour when you have to sit through it more than five times.
-Every once in a while, the powerups that are on the screen randomly vanish all at once, usually when a new wave starts. Like, say I kill a guy and he drops something, then a couple of seconds later I kill another guy who drops something, and then two seconds later both powerups just disappear before I can pick them up. Pretty cheap.
Overall, well done. Love the high scores list. This game is really addictive.
Thanks for the good criticisms.
The mines were designed so you can lay traps aswell as allowing you to kill enemies that are following you. They are supposed to have a downside too, but they can be pretty usefull. The spore issue is quite annoying i know. will make sure that isnt a problem in v2.
The homing bullets arnt supposed to be 100% accurate. If they were you would just hit everything. They are designed to just act like normal bullets but with better accuracy.
I know the intro is long. The VS intro seems to drag a bit.. dunno what happened there.
Powerups problem i havent come across.. this sounds like a depth issue to me, but wierd that i havent seen it. I will take a look.
Thanks for the excellent review and good score :)
Brillant
Your a genius.