Chelyabinsk

Chelyabinsk

by WonderlandEng
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Chelyabinsk

Rating:
3.0
Released: September 06, 2014
Last updated: April 15, 2015
Developer: WonderlandEng

Tags for Chelyabinsk

Description

Meteors are falling on CHELYABINSK! Nuke them now! Chelyabinsk must survive! The rest of the world is... expendable.

How to Play

Click to launch intercontinental ballistic missile in the general direction of the crosshair. Gravity affects trajectory. Remember to lead targets! Don't sweat about missing, it happens a lot with this model. Prioritize your targets and don't hesitate to shoot more than once.

Esc or P pauses the game.
You can adjust game speed in the Options screen.

Comments

0/1000
w3r3r4bb1t avatar

w3r3r4bb1t

Sep. 09, 2014

5
0

By the time the missile base was destroyed 20% of the planet was hit by meteors, but 99% was hit by the nuclear rockets falling back to earth. This happens when you give unlimited warheads to a trigger happy maniac and entrust him with the job of saving humanity. Note to self: you have a better chance to survive a meteor shower, than your pals.

WonderlandEng
WonderlandEng Developer

The spirit of Chelyabinsk is strong in you.

goshki avatar

goshki

Sep. 08, 2014

1
0

I like this game's style and polish. The graphics are nice and clean and the sound effects are really high-quality. Although some music would make it even better.

Some things I don't like are:
- in the ambient control room noise there's some strange and kinda annoying sound (after some consideration I believe it's the sound of continuous tapping on computer keyboard)
- the missiles accelerate really slowly and it makes it really hard to get a good grip at aiming (and it gets harder the closer the meteor is to Earth)
- there's some kind of dissonance: on one hand the game's descriptions states that it's OK to miss the target often and OTOH the silence, anticipation and slow missile starts make you want to have every shot count (and because of that slow missile starts seemed extra frustrating)
- occasionaly the trajectory marker dissapears and I was not sure why
- the next bonus score indicator is really small so when a bonus chooser appeared it seemed pretty random

WonderlandEng
WonderlandEng Developer

Thanks for feedback! There's trade-off involved in the size of GUI elements: any bigger and the score will obscure meteors too much, any smaller and it will become illegible. Rocket launch is only slow in that it's not immediate: the engines are active for about 0.5s (so after 0.5s the rocket is at full speed). It's part of the challenge. Interesting point about the dissonance. There are actually two strategies: you can make every shot count, or you can shoot more missiles. The former is better in the long run, and also more difficult, but you don't really need it until you hit ca. 30k points. Some people tend to default to it, and it doesn't occur to them to take a shotgun approach. I think finding a way to communicate this early in the game would improve it. Some people also assume they must destroy all the meteors, which is not true, because Chelyabinsk is all that matters. But we want them to discover this on their own.

rpresser avatar

rpresser

Sep. 07, 2014

1
0

Would be nice to be offered a satellite back as an upgrade :)

WonderlandEng
WonderlandEng Developer

There's a power-up for that! It's called "Baikonur Surplus". It restores all satellites. Power-ups are offered at random in order to encourage experimentation, but "Baikonur Surlus" has the second highest probability (after the shield upgrade). Alternatively, you can pracitce aiming without the laser sights. It's a risky tactic, but it pays off in the long run.

w3r3r4bb1t avatar

w3r3r4bb1t

Sep. 09, 2014

1
0

Really nice game. There are a few nuances that maybe need to be changed, or balanced. The highest difficulty is a lot more easier for me than the default one due to the increased fire rate. Upgrades: everything depends on if you get double / triple / .. arrowheads.. that allows you to spam missiles therefore achieve more combos thus get upgrades faster most of the other upgrades are a lot less useful. Lastly, when you finish a game why there is an enter your name field there? It is very unprobable that this game will be played by multiple players on the same computer.. Nonetheless fun game.

WonderlandEng
WonderlandEng Developer

Thanks for feedback. The high score list is mostly an aesthetic choice: we wanted the game to invoke the feeling of old arcade games, where entering your name was an important part of the ritual. It's true that higher danger level isn't necessarily more difficult, which is why it's in the Options menu and doesn't give you a score bonus. "Chelyabinsk" is the kind of game where player skill has huge impact: at first it can be frustrating, but eventually you get good at it and then the game can feel too slow. So the setting is there primarily so you can adjust the flow to your preference. We've decided to keep various power-ups, because our playetesters developed varied strategies that relied on different combinations.

DrummerDragon avatar

DrummerDragon

Sep. 06, 2014

1
0

This is a really good game, and I love the style! However it still needs some improvement. First of all, it needs a bit of music. I know that might disrupt the feel, or make the meteor warnings a bit harder to hear, but during the long silent portions of the game, it definitely needs it. Also, I do like how it's an arcade-style game, but the fact that whenever you lose, you lose everything is kind of disappointing. Maybe add some in-game achievements, or lasting upgrades.

Besides that, awesome game! 4/5

WonderlandEng
WonderlandEng Developer

Thanks for the feedback! You're right to point out that music and persistent upgrades are something we have come to expect from games. We have considered both during development, but we've decided to take a calculated risk and not implement them. With music, we aimed to create a strong contrast between the meteor noise and the silence of anticipation. This is something we'd like to stick with, even though it's a controversial choice, because it builds mood in a way that's unique to "Chelyabinsk". The next game we're working on takes a completely opposite direction, though: it's all about the music, all the time. As for upgrades, this boils down to the balance and progression. We felt it would be best to make everything available all at once, because "Chelyabinsk" is a very small game. It's definitely something we'd like to expand upon in a sequel/HD version!

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