The Hoverator by Viza
Hoverbike arena shooter.
I run out of time when I could really start on level design, so the game is kinda short - If you know what you do it can be finished in 3-5 minutes.
Arrow keys or WASD to move, left CTRL to shoot.
Clear every sector to restore the connections between the platforms! Ohh, and don't fall down. :)
If you can finish the game, post your time here in the forum! My best is 151 sec (for now).
Can you beat it? ;)
P.S. I rate everybody's game who rates my game and leaves a comment here!
I run out of time when I could really start on level design, so the game is kinda short - If you know what you do it can be finished in 3-5 minutes.
Arrow keys or WASD to move, left CTRL to shoot.
Clear every sector to restore the connections between the platforms! Ohh, and don't fall down. :)
If you can finish the game, post your time here in the forum! My best is 151 sec (for now).
Can you beat it? ;)
P.S. I rate everybody's game who rates my game and leaves a comment here!
Ratings
| Coolness | 100% | 1 |
| Overall | 3.63 | 175 |
| Audio | 3.41 | 176 |
| Fun | 3.79 | 79 |
| Graphics | 3.85 | 152 |
| Humor | 2.12 | 713 |
| Innovation | 3.09 | 611 |
| Mood | 3.36 | 253 |
| Theme | 2.57 | 963 |
I like it ;) great idea and very good result :)
It's pretty well done.
You got me with the gap before the end, aaaaaaaaaaaaargh...
Fantastic Graphics
Superb gameplay/controls
Brilliant stuff
As for the connection with the theme: the platforms could be considered worlds, and you fight to restore the connections between them... I know it's a bit weak, but whatever. :)
My original gameplay idea was better from a theme-oriented viewpoint, but I had to scrap it because I wasn't sure if it would work at all, and I *was* sure that I will run out of time if I try to make it work. :)
(For the curious: in the original idea the hoverbike could shift between dimensions somewhat Ikaruga-style. But for that mechanic you need to have a clear view of *all* the battlefield, which you don't have from a third person view. I didn't wanted to change to a topdown view for the game, so the dimension switching must go. :) )
@martindilling:
I'm down to some 145 sec, but you are still better :) If I try to go faster they always kill me on the last platform. :(
@mess110:
Is it working now? It works for me, and generally the people seem to be able to play it. Maybe try an another browser?
@anssipe:
No, that's an interdimensional hacker-spacemar... Ahh, yeah, that's a biped. :) I used it as a guide for proportions when created the bike model, and meant to replace it later with a proper model, then deadline happened. :)
@Larzan:
Yeah, the last bridge is evil I know... The perspective makes it very hard to detect the gap.
Maybe it could work on a bridge with a turn, so the player could see it before drives over it. Or maybe even work at the start of a level, to teach the player the importance of paying attention. But as the last bridge in a game with no checkpoints... Pure evil. :)
@midgard:
Yeah, the dodging (at least the strafe-dodging) was deliberately missing from the game. I wanted to avoid turning it into a circle-around-the-enemies game, and keep it more like a car-combat game.
Good level of difficulty as the game progressed, dodging those bullets at times came down to luckily bobbing down as the bike balanced itself. Music was pretty good too.
A have a notebook which doesnt have an insert key!
- physics based ammo: would be nice if balls would collide with walls and bounce around. then some bombs... and other weapons
- would be interesting to try if game would improve by allowing shooting to any direction (not just front). not sure how this would affect balance: maybe then would need to remove reverse gear?
I liked that the areas were compact & there were clear goals. Variety of enemies too.
Well done.
I had a few usability problems on the mac:
1) I don't have an INS key
2) pressing ctrl and arrow key at the same time makes OSX swap desktop to widgets ... lethal in a fight with bullets flying
I also had a bit of problem seeing through scenery that was between me and the player; you could do some neat tricks with face culling and stencil buffers to overcome that next time.
I saw past these issues when rating ;) Excellent hover feeling :)
Thank you for the kind words! :)
@DragonXVI:
I wanted to do health pickups, but then I only had time to create a small level, so to keep the challenge, I left out the health pickups.
@jas7229:
Hmm, that's must be a bug, never happened to me. Maybe the hovercraft not really fell off, just the camera gone awry...
@Gecko1337:
Yeah, there were a LOT of effects planned of course... But then, the deadline came. :)
@dickpoelen:
Yeah, exactly. ;)
@designernap:
There *is* impact damage from the spiky enemies... Just very low. In comparsion: the enemy bullets' damage is 5, the impact damage is 1 every I don't know tenth second maybe, or something like that.
@electricseagull:
Strange, did you tried to refresh the page?
@andybrown:
I checked out assault rigs on youtube... Those non-perspective corrected textures... Ouch, my eyes! ;)
But yeah, my game is somewhat similar in gameplay.
@xrm0:
Ouch! I didn't think of that! :(
@igoramendola:
Ikaruga is a legendary shotemup game, where there are black and white enemy bullets, and you can switch your ship color, and only damaged by the opposite colored bullets. Check out sometimes, it is very good!
I wanted to do something similar, saying that the hoverbike can switch between two worlds/dimensions, so it is connecting them... But now only the bridges left for the connecting part of the theme :)
@sandybaydev:
Nice ideas! The game definitely needs more weapons, and physics based are good suggestion. I originally wanted the main weapon's damage reduced with distance, so the player can choose to stay away, but deliver smaller damage, or go in, and quickly finish off the enemies.
The aim is deliberately limited, I wanted to keep the vehicle combat feel (as opposed to a FPS character on a bike). But the players could probably accept that better if I use a hovercar as a vehicle instead of a hoverbike...
@Noah Ratcliff:
It connects poorly. :) The platforms are "worlds", and by clearing enemies, you build bridges between them, thus connecting them. :)
@pansapiens:
Yeah, but that's an important sound, signaling the clearing of the platform, and the opening of the path. :)
@Will Edwards:
Uhh, I'm sorry, I don't have a mac to test on... But I will try to keep those in mind for my future games. :)
@BradSmallPlanet:
Hmm, I don't have Safari installed... Is anybody else having problem in Safari?
@Patrik:
Wow I didn't even know that you can shoot with the mouse :)
I just used Unity's "Fire1" key, which is Control and Mouse 1
@Rothens:
I hope your keyboard survived the accident! ;)
I played all games who rated here so far (except for two, which I can't get working :( ).
There is still some time left, if you rate mine here, I'll try to squeeze yours before the judging period ends!
@metalchouchen:
A Twitch game for LD is a brave move :) Unfortunately I can't play your entry :(
@longarmx:
I can't get to work your game, it wont even want to start. :(
everything looked really cool. i liked how it felt, especially how quickly you could turn. the feel of the bike was a bit overcorrect-ey at first, but i actually like my racing games like that (initial D seems that way to me).
the impact effect when you got hit was very good. not a lot of LD games have a good impact hit like that.
the sensation of speed was okay, but i almost with there was some futuristic speedometer to better gauge my speed... it would have been nice for when i was just-edging around some corners.
my main complaint would be the input mapping. spacebar would have been a lot better for wasd shooting (on my macbook the control key is on the left side of the keyboard). spacebar would have also been better for restarting (there is no insert key on a mac keyboard so i had to close the page then re-open it).
also, your colors for the level and player and monsters were so pretty but then you used programmer 'full-on' red and green for the special effects and UI, maybe it would look cooler if they matched?
oh, and maybe thicken up the sfx a little bit... sfxr can sound juicy if you just double or triple track some slight variations.
nice job, thank you for making this!
My best time was 124.94.