ALL EARTHLINGS MUST DIE!!!!!! by savethejets1
ALL EARTHLINGS MUST DIE!!!!
DESTROY THE PUNY EARTHLINGS!!
A note about the controls... They suck lol
S - pause is a toggle
all your invaders need to be on the next line otherwise pressing left will move them right and reverse them back up to the top line they were on.
DESTROY THE PUNY EARTHLINGS!!
A note about the controls... They suck lol
S - pause is a toggle
all your invaders need to be on the next line otherwise pressing left will move them right and reverse them back up to the top line they were on.
Ratings
| Coolness | 56% | 3 |
| Overall | 3.03 | 340 |
| Audio | 3.47 | 58 |
| Fun | 3.00 | 284 |
| Graphics | 3.69 | 117 |
| Humor | 2.29 | 439 |
| Innovation | 3.31 | 161 |
| Mood | 3.20 | 163 |
| Theme | 3.81 | 101 |
with some work though, this could be turned into a great game. I also really loved the minnimalistic graphical style :D
It took me a few round sto realize that "s" is a toggle--I kept pausing, then hitting w/d to resume moving and nothing would happen.
lol not sure about releasing this on mobile I'd probably get sued into oblivion by the space invader owners :D. I'd love to do that though. I'm using libgdx so it'd be super easy to port to android!
I loved this game! The visuals of the enemy and player ships were spot on, the music, sound effects and particles were also great. This was a great take on the "reverse-x" game.
Some thoughts:
- I think the game was a bit on the easy side, while it was fun, maybe you could have ramped the difficulty a bit. After about 10 levels or so, I had to sacrifice myself to die. Maybe make lasers faster over time, or jack up the shooting frequency of the enemy.
- Some score would have done WONDERS for this game. Give some points for every enemy shipped killed, plus bonus points at the end of the stage for time/surviving ships. Then a high score screen: BAM! Replayability!
- If we always want to shoot all the time, why do we have to mash spacebar? Maybe you could have a lower rate of fire if the player held the space bar, and then he could fire a bit faster if he wanted to mash it.
- Now I know I said the game was a bit on the easy side, but it would have been great, for the sake of nostalgia, if we could blow up the defensive walls. Not sure how to balance that - maybe the walls get stronger over levels?
Thanks for the awesome game!
Few bugs here and there. I got two player ships at some point and to win I can let my numbers reduce to 1 or 2 on the same column and then keep going right to force them to move down all the time above a shielded area and win.
Confused me at first as I was trying to control the spaceship (force of habit). Visual style looks nice with the pixelated bloom effect to simulate old CRTs. Good sfx and music.
The S Key is enough for move, maybe that holding it for pause would be even more intuitive.
For the firerate I think that you should slow it a bit because the earthling IA can't handle well a bunch of bullets comming at his face. Maybe going back to the old fashion "one bullet per screen" ( one for each invader ).
You also have a bug on the fire emitter, sometime fire is not available some time its only one of your invader that can fire.
For more than one IA, difference in speed or IA parameters should be added so they dont finish stuck together doing the same moves.
And last ( but not the least ) if you want to work again on this game, I think that evolving invaders would be A.W.E.S.O.M.E I would like to buy more invader for my wave or invest in more expensive ones with better firerate or special habilies ^___^
Oh and I undestand the need for unbreakable protections but you should add breakable ones just for satisfy destructive intent of your players :)