Invader Breaker

Invader Breaker

oleh Abigayl
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Invader Breaker

Rating:
3.5
Dirilis: February 11, 2012
Terakhir diperbarui: February 11, 2012
Pengembang: Abigayl

Tag untuk Invader Breaker

Deskripsi

Space Invaders bertemu Block Breaker! Bersiaplah untuk aksi seru saat kamu menghancurkan balok untuk mendapatkan salah satu dari 7 powerup yang bisa digunakan melawan 8 musuh unik. Game ini dibuat dalam 4 hari, 18 jam, untuk kompetisi GiTD. Seperti biasa, 100% dari semua pendapatan, termasuk tip, iklan, dll., langsung disumbangkan ke amal.

Cara Bermain

WASD atau Panah untuk Bergerak. Mouse untuk membidik bola saat pertama kali ditembakkan. R untuk Coba Lagi. 0/+/- untuk mengatur volume musik atau mute/unmute. Drop Musuh/Blok: Merah = Power Bola (bunuh musuh lebih cepat). Oranye = Kecepatan Pembuatan Bola (buat bola lebih cepat). Kuning = Laser Samping (Bisa melukai musuh, atau jika oranye/merah, kamu dan bola kamu). Hijau = Ukuran Paddle. Cyan = Kecepatan Game. Biru = Pantulan Bawah (mengembalikan bola yang kamu lewatkan). Ungu = Kesehatan. Musuh: Merah = Menembak peluru KE ARAHMU. Oranye = Menembak peluru ke bawah. Kuning = Menembak laser (bunuh untuk hentikan laser). Hijau = Menembak peluru ke arah acak. Cyan = Menukik dari kiri atas. Biru = Menukik dari kanan atas. Fuschia = Tembakan 8 arah (semoga beruntung :P). Mothership = KO instan jika terkena

Pembaruan dari Developer

May 3, 2012 10:06pm

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

Komentar

0/1000
Abigayl avatar

Abigayl

Feb. 12, 2012

6
0

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 avatar

PineyMike

Feb. 12, 2012

5
0

This is a game that definitely goes "practice makes perfect"

Very nice job, glad I gave it more then one go

Abigayl
Abigayl Developer

Thanks. The entire point of all of my games is to be addictive :D

Aesica avatar

Aesica

Feb. 12, 2012

5
0

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?

Abigayl
Abigayl Developer

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 avatar

lSWATLLAMA

Feb. 11, 2012

8
1

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!

Abigayl
Abigayl Developer

Thanks Llama :)

kingorkami avatar

kingorkami

Feb. 12, 2012

7
1

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.

Abigayl
Abigayl Developer

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...