Greetings, PILOT. You have been assigned to travel to web ██-██ to pacify the creatures traveling through. I know you don't need an introduction to the web, but the players at home might.
Use LEFT and RIGHT to move. Use Z to shoot and X to jump. If you get caught by a creature, and your superzapper is charged up, press X to use it. You can recharge your superzapper by collecting powerups. You can get a point bonus if you kill enemies from far away, and you can get an even larger point bonus if you kill enemies while they're on the rim of the web. Good luck, PILOT. |
Changelog
v1.3 (8/31/18)
- Make powerup multiplier display less distracting
v1.2 (8/25/18)
- Player is immediately released when using the superzapper
- Fix pre-game-over music continuing forever when resetting after getting dragged into the web
- Make rim kills a little easier
- Tweak point values for some enemies
- Make powerup graphic more circular
- Show current powerup multiplier in the bottom-left corner
- Performance improvements
v1.1 (8/23/18)
- Powerup point value no longer increases if you collect a powerup while jumping
- Fixed a bug where if you got a high score, the results screen would report a high score after every game regardless of score until the game is reset
- Performance improvements
v1.0 (8/15/18)
- Initial release
Very cool, starting with the title screen music! Funny how it's not as intense as Tempest but then it can get there once they start coming down the web quickly.
Might want to check into one thing though: I'm not sure when exactly it happens, but at some point I was being dragged into the web when I got a Superzapper recharge, used it and I still died. It might not be until you reach the very end though, as I got it in another game as I was being dragged down and it still worked though (as I wasn't that far into the web).
Kinna creepy text when you get captured. What is it aliens do when they capture humans - putting that PROBE where ?? 👽
Good TEMPEST game though. Would like to see you beat levels and enter new webs.
very nicely done! everything has a really nice feel to it, and both the music and sfx actually creep me out, which I think means you did a really good job :D
Same here - good gameplay, solid visual/sound package!
Note: if you like a challenge, your game would really benefit from anti-aliased lines. To kill your framerate, try that: https://www.lexaloffle.com/bbs/?tid=30810
@kittenm4ster: thanks! i really wanted to heighten the inherent creepiness of tempest, so i'm glad that's working!
@freds72: HECk no i'm struggling with performance enough already
Protip for performance: don’t use for/all but for/i or for/pairs!
edit: very nice code btw
it's good if you had fun~
edit: also @freds, are you saying my code is actually good? :O
Hu... yes I guess :)
(well, ok, beside the gazillions of tokens you can save using lua tricks and relying a bit less on OOP for everything - not to mention a significant performance boost)
yeah i think i overdid it on the architecture. kinda want to go back and try to save some tokens on things...
Version 1.1 is out:
- Powerup point value no longer increases if you collect a powerup while jumping
- Fixed a bug where if you got a high score, the results screen would report a high score after every game regardless of score until the game is reset
- Performance improvements
I was captured, just about down the spiral when I got a super-zapper. I used it and was still dragged down. :(
^Yeah I'd mentioned that earlier. It happens when you're real close to the center but still works when you're closer to the outermost part of the web.
Hope it gets fixed. I'm usually not one for action games but the concept of this is interesting to play. :)
The zapper doesn't kill every enemy instantly, so the way I see it, it makes that you can use the zapper too late and the enemy crosses the threshold before it gets killed. That may not be good game feel, though. Not sure how I would adjust it?
Just zap the bad guys when you use the zapper. Check the distance the player has before game over and zap the animation perfectly with that time if the threshold is crossed.
So if there are only 3-loops left before the player is dragged to game over, cram that zap 'em all in 2-loops.
No point in saving a zapper if it doesn't work every time I think. If you're worried about the player escaping this trap each time, increase the time for free zappers to appear. Might even base it on the player's score.
If the player has a biggo score, it's gonna be awhile before a fresh zapper appears for the player to catch. :)
v1.2 is out!
Changes:
- Player is immediately released when using the superzapper
- Fix pre-game-over music continuing forever when resetting after getting dragged into the web
- Make rim kills a little easier
- Tweak point values for some enemies
- Make powerup graphic more circular
- Show current powerup multiplier in the bottom-left corner
- Performance improvements
Couldn't resist to use that excess of cpu and token count to mod the game with anti-aliased lines :]
Note: aa gradient is stored in sprite sheet - allow for easy tweaking.
Note: anti-aliasing intensity is only based on color intensity (e.g. half white on red won't produce pink)
Note: hum..yeah...it kills cpu :/
AWESOME SOUND DESIGN. Great gameplay! Great ending... good stuff!
This is a lot of fun! The sound design is amazing, as well as all of the vector graphics! Here's my score:
Edit: My new score is 164100.
Also it starts to lag a lot toward the end, could you maybe add a cap for how many enemies can be on screen so it doesn't lag as much? They start to clump together in around the same spot anyway, so I don't think it would affect gameplay.
I would have never thought being captured by some pink bowties would be this creepy.
What are they even up to?
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