Invader Breaker
di Abigayl
Invader Breaker
Tag per Invader Breaker
Descrizione
Space Invaders incontra Breakout! Preparati ad azione frenetica: distruggi i blocchi per ottenere uno dei 7 power-up da usare contro 8 nemici unici. Questo gioco è stato creato in 4 giorni, in 18 ore, per la competizione GiTD. Come sempre, il 100% dei ricavi, incluse mance, pubblicità, ecc., va direttamente in beneficenza.
Come si gioca
WASD o Frecce per muoversi. Mouse per mirare le palline al primo tiro. R per riprovare. 0/+/- per cambiare volume musica o attivare/disattivare. Oggetti/Blocchi bonus: Rosso = Potenza palla (elimina nemici più velocemente). Arancione = Velocità creazione palle (più palle). Giallo = Laser laterali (possono danneggiare nemici o, se arancione/rosso, te e le tue palle). Verde = Dimensione paddle. Ciano = Velocità di gioco. Blu = Rimbalzo inferiore (recupera le palle perse). Viola = Salute. Nemici: Rosso = Spara proiettili CONTRO DI TE. Arancione = Spara proiettili verso il basso. Giallo = Spara laser (uccidilo per fermare il laser). Verde = Spara proiettili in direzioni casuali. Ciano = Si lancia in picchiata dall'angolo in alto a sinistra. Blu = Si lancia in picchiata dall'angolo in alto a destra. Fucsia = Colpi in 8 direzioni (buona fortuna :P). Mothership = KO istantaneo se colpito.
Aggiornamenti dello sviluppatore
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
Commenti
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...