This is the first playable version of my round based space shooter. I'm still learning a lot and putting in stuff as I learn.
First, plan your move. Then select your weapon now watch in awe. You move double as fast as this first enemy type for now.
Enemies drop supplies, which fill up your health.
Have fun playing, and let me know how it goes.
interesting twist on shump game-play! have some suggestions:
would like a way to undo moves (maybe 🅾️).
what is the benefit of planning more moves in advance? right now, it's easier to plan 1 move at a time.
could solve this by:
-have 1 turn per move(frees up the execution button and simple)
-force player to make set number of moves per turn.
-create an incentive for making more moves (higher score, more item drops, faster overall movement, etc.) to offset the danger.
A line showing moves the player makes would be helpful.
bug: can move off screen.
Suggest The Last Federation for an example of turn based shump.
excited to see this develop!
He Munro, thank you for the detailed feedback, I really appreciate it! For now I would rather have it that you need to use up all moves before committing. But I might revisit this and add the incentive. Ramping up speed/danger sounds nice!
The player line is something I need to figure out, yes!
While not addressing your feedback yet, I did some changes, and updates. Adding a state machine that manages the menu/play/gameover and updated the stars with some sprites.
Here is v09:
-added: Startscreen
-added: New stars
-added: Important condition -> if an enemy ship leaves the screen again you lose 1 health
-known bug: can move off screen. Is noted but not fixed, yet
V10:
-added: arrows showing enemy movement ahead
-added: arrow showing player movement ahead
-added: one more turn for player
-serveral fixes
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