Invader Breaker
por Abigayl
Invader Breaker
Tags para Invader Breaker
Descrição
Space Invaders encontra Block Breaker! Prepare-se para muita ação frenética enquanto quebra blocos para liberar um dos 7 power-ups e usá-los contra 8 inimigos únicos. Este jogo foi criado em 4 dias, em 18 horas, para a competição GiTD. Como sempre, 100% de toda a receita, incluindo gorjetas, anúncios, etc., vai direto para a caridade.
Como jogar
WASD ou Setas para mover. Mouse para mirar as bolas no primeiro disparo. R para tentar novamente. 0/+/- para ajustar ou mutar/desmutar a música. Drops de inimigos/blocos: Vermelho = Poder da bola (mata inimigos mais rápido). Laranja = Velocidade de criação de bolas (cria bolas mais rápido). Amarelo = Lasers laterais (podem ferir inimigos ou, se laranja/vermelho, você e suas bolas). Verde = Tamanho do paddle. Ciano = Velocidade do jogo. Azul = Rebatida inferior (devolve bolas perdidas). Roxo = Vida. Inimigos: Vermelho = Atira em VOCÊ. Laranja = Atira para baixo. Amarelo = Atira laser (mate para parar o laser). Verde = Atira em direções aleatórias. Ciano = Mergulha do canto superior esquerdo. Azul = Mergulha do canto superior direito. Fúcsia = Disparos em 8 direções (boa sorte :P). Nave-mãe = KO instantâneo se atingir
Atualizações do desenvolvedor
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
Comentários
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...