Space Raid
You've successfully infiltrated a key enemy base; steal their equipment and destroy them from inside!
Controls
Arrows - Move
Z / C - Fire
X - Retarget
Updates
v1a
- Duplicate item choices can no longer spawn.
v2
- Added a Hard Mode, which can be toggled on the title screen and has its own win counter.
v2a
Probably going to be the last update for this (excluding bug fixes).
- Slight changes to Hard Mode.
- Shotgun weapon now fires every 1.4 seconds instead of 1.6.
- Laser weapon now applies on-hit effects for every enemy pierced.
- Reduced the effectiveness of Engine Booster upgrades down to 7% and 15%.
- Fixed White Missile Launcher firing every 5 seconds instead of 6 (as stated in the description).
The boss was supposed to be a lot cooler but I ran out of tokens.
I also want to redo the music sometime (the boss theme is a reuse from a previous project).
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This game is super, fun and highly replayable. Tough but not frustrating. Between this and Buns: Bunny Survivor, the "fight waves, get power-ups" genre is having a shining moment on PICO-8 lately!
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A Fun game which has a lot of replayability in it.
I assume its 12 waves and then the boss? I could only get 11 pickups and that's when I was blown to pieces. Could you also explain if the colour scheme on the upgrades is important? My third accelaration (arrow right) was green whereas upgrade 4 (from left to right) is green but icon 5 is white.
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@phil The colours represent different tiers (in the order of White, Green, and Blue).
Many of the items come in two tiers, with the higher one having a greater effect (for example, the white Engine Booster gives +10% movement speed, while the green one gives +20%).
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@JustFire45 - Understood and that certainly helps. I got to the end and the boss was a nice challenge.
Its a very good game but it could do with some more variation on the enemy ships. Also sometimes exactly the same items were available. Minor criticisms though.
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Reached the ending on my second attempt. The Radial Blast saved me at least 3 times during the final boss fight, so that was a very close thing. Well balanced, gold star.
The first time I went for the Explosive Weaponry twice, but it didn't seem effective compared to other things I could have equipped.
What other loadouts are people finishing with?
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Realised that the first time I took the Explosive Weaponry, my base weapon was the Shotgun, with 1 damage. I took it with the Railgun, and appreciated its effectiveness. (Meanwhile, I can see that several of the other powers have a probability of applying per hit, so will be more effective with the Shotgun.)
The loadout below probably wasn't the most sensible, but it was hilarious to see some of the chain reactions that resulted.
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loads of fun only advice i have is to add more levels and the boss was a little easy
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great game! i love the rouge like feel it has combine with a top down shooter
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Nothing short of excellent, @JustFire45 !
Won the game. Yep, me, who is bad at action games. Must be the auto-aim device, I'd like to see more of these types of games in the future where you can literally fire and forget.
Well done, gold star !
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Having got to grips with the easy mode I welcome the new hard mode. However it is indeed hard - can't make it to the end in this mode.
My technique was using the railgun with missiles and explosives whilst fleeing in the opposite direction to the enement. I nearly got to the end...
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I am somewhat biased, but I think this could make an amazing roguelike (I like roguelikes too much lol)
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While the balance of upgrades seems mostly fine, the enemies are a whole other thing. None of them are threatening at all, except for Enforcers and Mothership's Enforcer-type attack. If Enforcers were throwing a fan of single bullets, they'd still be slightly stronger than Gunners and Chargers, but as they are now, they're run enders, especially on Hard. All other enemies could be evaded easily by just circle strafing around them, which is boring.
My solution would be to slow down enemy bullets or remove player movement inertia, to give player more control over dodging, and make enemies less accurate, forcing the player to actually pay attention to where an enemy is shooting, instead of blindly flying in a circle around them. For example, the Gunner's attack, as it is now, is both capable of killing the player instantly if they catch it with their face, but in 99% times it will be dodged completely and easily, which strikes me as not very fun to play against.
Mothership is a great boss, by the way, I don't think it needs any other attacks or abilities. The game literally teaches the player how to deal with each type of attack, and then a final boss uses more damaging, but mechanically similar versions of all three, this is just good game design.
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Ah, so much fun, @JustFire45. Could you please add a SAVE GAME option.
Also perhaps receive a bonus if you defeat all enemies without being hit once by them or their shots per level.
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