Element Fighter by smash ball

[raw]
made by smash ball for LD28 (COMPO)
IMPORTANT NOTE: Enemies of a certain element are weak to the opposite (fire enemy is weak to ice). This isn't stated in-game, so I decided to put it here.

This is a shooter where you only get one powerup, and start off with no ammo. Instead, you have to absorb enemy bullets, and fire it back at them.

Ratings

Coolness 71% 3
Overall 2.63 795
Audio 1.35 772
Fun 2.54 711
Graphics 2.63 651
Humor 1.48 769
Innovation 3.20 303
Mood 2.36 766
Theme 2.26 827

Feedback

Coblynau
17. Dec 2013 · 19:48 UTC
Nice idea behind adding multiple types of shields. :)
jsjwooowooo
17. Dec 2013 · 19:59 UTC
Absorbing right type of bullet really cool idea, but hampered by the fact it takes so long to switch absorption modes. Also, it is super hard to absorb one type amongst all the firing that is going on, but anyways, I really liked the idea!
foumart
17. Dec 2013 · 20:13 UTC
Really, really hard game. I had difficulty with shooting and once started to shoot all the ammo was wasted fast without significant visible damage to the enemy. I ended up chasing only one color because it was difficult for me to digest all the elements on screen and switch my color at the same time, but this is a meter of skill thought. Also there ware moving stars in the background that additionally distracted me. The game needs balancing a bit in order to become more appealing.
PTSnoop
17. Dec 2013 · 20:16 UTC
A very complex game for a 48 hour game jam, with multiple different types of AI, artwork for different spaceships, particle-effect physics, and even a perk system. Very well done!
tobbez
17. Dec 2013 · 20:25 UTC
I kind of like the idea but the game need some balancing.
postmodestie
17. Dec 2013 · 22:37 UTC
Nice, old-skool feel with new ideas, but it would benefit from an easier beginning, with less bullets on screen :)
zebi24
17. Dec 2013 · 22:54 UTC
Much work in this one... well done! :)
dark_hunter
19. Dec 2013 · 17:43 UTC
Very original idea, but it suffers from uncomfortable controls and slow shield change vs too many enemies at times. Surely it could become more even with adding some audio.
Techblogogy
19. Dec 2013 · 18:37 UTC
Nice idea, but game is unbalanced
Darkcoder
19. Dec 2013 · 18:41 UTC
Cool concept, though I didn't like that shooting caused all your ammo to get discharged.
ChrisMingay
19. Dec 2013 · 18:58 UTC
Love the graphics and movement in the game :) Innovative game mechanic too. However... changing colour was too slow rendering it almost useless as a power up. I found myself sticking with one colour and dodging everything else.
Daveloper
22. Dec 2013 · 18:43 UTC
Functionally a good top down shmup, however the sheer amount of bullets and modes that you could switch between makes the game to unwieldy to really have fun with.
LordHellMaX
22. Dec 2013 · 20:05 UTC
I agree with other comments, the idea is nice, but there's kind of too much going on to be able to work it out.
jarnik
22. Dec 2013 · 22:50 UTC
Great concept, I like it! Would love to have the color-switching a bit faster.
Though I'm a shooter noobie, so I didn't get very far.
gnargle
23. Dec 2013 · 18:01 UTC
This is a VERY difficult game. Ikaruga had a similar concept, but that game used two bullet types for a reason - any more and you lose track. I had trouble even shooting (all the bullets seemed to shoot out at once and do no damage) and seemed to absorb a lot of stuff I didn't want to either. GOod effort, though.
bukt
27. Dec 2013 · 16:37 UTC
Can't download it ((((
tommakesgames
27. Dec 2013 · 17:55 UTC
Download error from file host.
lucentbeam
27. Dec 2013 · 18:00 UTC
As others have said, it's a really good and interesting idea - it could just use with a little balancing. Shield swap speed, number of enemies, and perhaps some extended controls? Constraining to left/right made it pretty tough.
🎤 smash ball
01. Jan 2014 · 04:34 UTC
Bukt and tommakesgames: I tried it, and it works fine for me. I'm not sure what the problem you are experiencing is. Perhaps MediaFire was temporarily busy/down?