Invader Breaker
by Abigayl
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Invader Breaker
Tags for Invader Breaker
Description
Space Invaders meets Block Breaker! Be prepared for some frantic action as you break blocks to release one of 7 powerups to then use against the 8 unique enemies. This game was created in 4 days, in 18 hours, for the GiTD competition. As always, 100% of all revenue, including tips, ads, etc., goes straight to charity.
How to Play
WASD or Arrows to Move
Mouse to aim balls when first shot
R to Retry
0/+/- to change music level or mute/unmute
Enemy/Block Drops:
Red = Ball Power (kill enemies faster)
Orange = Ball Creation Speed (make balls faster)
Yellow = Side Lasers (Can hurt enemies, or if orange/red, you and your balls)
Green = Paddle Size
Cyan = Game Speed
Blue = Bottom Bouncer (returns balls you miss)
Purple = Health
Enemies:
Red = Fires bullets AT YOU
Orange = Fires bullets down
Yellow = Fires laser (kill to stop laser)
Green = Fires bullets in random directions
Cyan = Divebombs from upper-left
Blue = Divebombs from upper-right
Fuschia = 8-way shots (good luck :P)
Mothership = Instant KO if hit
Developer Updates
PLEASE let me know if you run into any bugs, etc. Due to the time constraint, I was not able to 100% beta-test it.
Special Thanks:
Music: KungFuFurby
Ideas: Livestream & DE friends… too many to list you all, sorry
Comments
Abigayl
Feb. 12, 2012
Thank you everyone for your comments/suggestions. Tomorrow, I will look over them and respond (I'm bushed tonight... tutored 11 hours straight). Please realize though that I cannot make improvements due to the nature of the "GiTD competition":http://www.kongregate.com/forums/4-game-programming/topics/243400-gitd-24-voting which is currently in voting process. As such, please feel free to cast your vote for the best game... even if that vote is not for my game ;)
PineyMike
Feb. 12, 2012
This is a game that definitely goes "practice makes perfect"
Very nice job, glad I gave it more then one go
Thanks. The entire point of all of my games is to be addictive :D
Aesica
Feb. 12, 2012
So I got pwned pretty fast, and then left the room to go do something. When I got back, the game (in its game-over state) had slowed to a crawl due to lag. Are you properly disposing of things that move off the screen? If you're handling all of the movement in a single enterframe event (which you should be) are you keeping your array(s) of badguys, bullets, etc trimmed down?
I am indeed disposing of actors when they are killed or move off the screen... I'm at a loss as to what is causing the lag, which means it's back to the basics to rebuild the engine from the ground up :(
lSWATLLAMA
Feb. 11, 2012
I love the hybrid between the two games. I've always liked them, and I love your spin on the mix. 5/5 and keep up the good work!
Thanks Llama :)
kingorkami
Feb. 12, 2012
Here are a couple of suggestions:
-A small text that pops up to tell you what you just picked up, for example "Speed up!" or "+Speed" or something.
-Score or time-dependant difficulty. As said someone else, once you get the hang of it, you can keep playing forever (heck, I had 260k score before getting bored and suiciding, lol). would be cool to have bosses that start firing at you after a set amount of time, and then turn the screen into a bullet hell after a little longer, that would be cool.
Otherwise, this is an awesome game and despite those little remarks I made, still deserves a 5/5. Polish it a little more and I will have problems because I won't be able to rate it any higher, lol.
There is indeed a time-dependent difficulty curve, but by the comments, it is not nearly steep enough. I do have some ideas of the "Reboot" version for the power-ups to make them clearer. I am still confused as to why the power-ups are confusing; I know that I am the creator, but they all made sense to me...