Hero of Alexandria by Drury
Learn actual Greek history with the most famous Greek engineer of all time, Hero of Alexandria. Discover his greatest inventions. Kill Romans. Hear nothing.
CONTROLS:
Arrow keys/WASD to move and jump
Space/X to shoot
Optionally use 1-4 keys (numpad works too) to switch weapons once you've unlocked them, although not sure why you'd want to.
OBJECTIVE:
Survive till T-0, that's all.
CONTROLS:
Arrow keys/WASD to move and jump
Space/X to shoot
Optionally use 1-4 keys (numpad works too) to switch weapons once you've unlocked them, although not sure why you'd want to.
OBJECTIVE:
Survive till T-0, that's all.
The only thing, imho, that would benefits is to have the unit (chara & ennemies) design a bit more in sync with the platform (big blocky greek scheme).
Really good job, congratulations !
Sounds and music would have added a lot, but the main game itself was fun enough to draw me in. It was quite hard! Definite vibes of Super Crate Box.
I found it hard to judge quite how far the sword could attack from which caused a lot of early deaths - once I worked out I could use it from further away it became a lot easier to play. Maybe some more visual feedback of the attack arc would help?
Fun entry. Good job!
The art is good and the "story" is pretty funny.
In this game, I just come up with a plan to use the sword, then I do that every time until I get the second weapon. Then I die because of a mistake. I have to go through the boring first part again, always with the sword. Then I have my newly revised shotgun plan. I die. Back to the sword. Etc.
It is very static this way, and while this might make the game easier, I stopped after a dozen attempts because I did not feel like doing the sword part again. The visual problems with the sword add to this (see above).
Yet, I am excited about the remaining weapons! I might come back to play this later.
The screen shake is real in this one.
It is indeed a fun SCB clone, even without the crates. The satisfying feeling of destroying the Romans and all the screen shaking would have been perfect with some sounds, even simple sfxr-made ones, and a little music loop.
I see you must have spent *some* time on making the bullet bounces, because they ricochet off the walls. And yet, it's a detail that's barely noticeable in-game. It's nice to put in little details like that, but makes me wonder if you couldn't have spent your time a bit more usefully – improving the palette (it is a bit bland), adding sounds, making the bullets more visible and prettier with particle effects, etc.
Also maybe an infinite mode (with more weapons, obviously) could be interesting for score attacks.
Good job :)
Actually I just used Unity's shuriken system for the particles, it can do amazing stuff really quickly. The bullets took me 30 minutes at best, tracers and ricochets and all. Also, the ricocheting effect is fake as hell, it's just a bunch of sparks being spewed in all directions, but rendering behind solid stuff so it looks like it ricochets - in reality the sparks go off in all directions, you just don't see them.
I won't deny though that the sounds didn't make it in due to poor time management :P Kinda ended up having to do menus and the ending in the last few hours, completely botched that as well. Got some sounds generated from bfxr just before the deadliniest deadline and had no time to implement them.