Warp Tunnel by TheMonsterFromTheDeep
A space shooter where, not only are there enough bullets to constrain your movement, but the screen shrinks horizontally as you make hyperspace jumps to reach your final destination -- the alien "primary hive," i.e. a factory responsible for the many ships that you fight.
Ratings
| Overall | 182th | 3.658⭐ | 21🧑⚖️ |
| Fun | 97th | 3.763⭐ | 21🧑⚖️ |
| Innovation | 541th | 2.816⭐ | 21🧑⚖️ |
| Theme | 388th | 3.5⭐ | 21🧑⚖️ |
| Graphics | 364th | 3.237⭐ | 21🧑⚖️ |
| Audio | 265th | 3.158⭐ | 21🧑⚖️ |
| Humor | 366th | 2.333⭐ | 20🧑⚖️ |
| Mood | 229th | 3.211⭐ | 21🧑⚖️ |
| Given | 14🗳️ | 18🗨️ |
I was going to play your game but I get some errors when I try and launch it.
ptthreadGC-3.dll missing
SDL2_mixer.dll missing
SDL2.dll missing
I'm not sure if thats on my end or not but it's stopping me from being able to play your game.
I'll get right on that.
Now, I was originally thinking of giving this a 5* overall but I physically can not bring myself to mainly because the most glaring issue with the game is the "We'll just put a giant wall of bullets" level design in the later stages of the game. I actually made it to the final boss but when he sticks out like 10 ships in one swoop... you know - I died. Either make the whole game a bit larger (if you know what I mean) or give the player a shield ability of sorts.
Otherwise, there should have also been a better way to tell the player they took damage. It gets pretty hectic! So it's difficult to hear the player damage noise. A red flicker should do the trick.
Great entry! I hope more people find your game!
Thank you for all the feedback.
I do understand exactly what you are saying in terms of the "giant wall of bullets." A lot of the screens I tried to design more strategicially, however, there was one that I explicitly built with the purpose of making the player take damage (i.e. the one with all the blue ships).
There are several other screens with the same problem, though, that were not meant to be that way, and that I am somewhat less happy about.
The final boss I'm afraid I only had about an hour to try and balance. It is supposed to have a period between ship-spawning that corresponds somewhat to which ships it spawned, but it certainly isn't perfect. If you're lucky, you'll get an easier set of ships. I know this because I did manage to beat it.
Player feedback is definitely the biggest weakness of this game. I wanted to add knockback, particle effects, etc..., as well as a player health bar on the top of the screen, but I never really got around to it.
But, I'm glad you liked it!
However, I didn't test that particularly much, and I am aware of a problem with my collision detection that means horizontal-ish bullets often aren't detected.
So if you can win that way, well, I would say it's officially sanctioned. :wink:
I don't know if that was made on purpose, but i think the player collider is to small, because the projectiles can go through the ship sprite and not damage the player.
And i know about an exploit in this kind of games, the firing is basicly calling a method if the space is held after a specific amount of time, but if you spam the space bar the projectiles count is a lot bigger.
Still, player health is pretty generous (and I like the on-fire health display, gets pretty funny when you're just barely holding on, too) so as long as you can respond quickly and prioritize the most dangerous targets you can get things down to a more manageable level on most stages. The tradeoff of being faster for dealing with the narrower space to work with felt good. I like the red assymetrical enemies with the mines, though the mines' projectiles could be just a bit tough to read against the background.
This is great, I had a lot of fun with it!
I also liked that it was as much a puzzle game because of solving the patterns, until the boss that is. Good job!
The ship was facing the wrong direction! overall that was a good game don't hesitate to check mine!
It worked very well otherwise and certainly rewarding when you are successful in a battle. Something which could have been useful is to get a percentage on the health for enemies and your own ship, because the visual damage was nice but it was hard to tell exactly how much health other enemies and your own ship had.
Great job overall, worked well on Linux too :smiley:
It really should be possible to do a native build for Linux, especially given that everything is actually written using pthreads versus a real cross-platform solution, but I simply never got around to figuring it out.
Health is certainly something that could be improved. The ships do, in fact, vary in max health, usually to make a level easier -- although most of the time, they are at their *maximum* max health. An extra health bar above every ship would probably improve the game quite a bit.
Your game has a lot of content, why is pretty enjoyable! :) I think the hitbox was a bit too small though, but I don't usually play bullet hell games so...?
Anyways, congrats on your game :)
I'm glad you enjoyed the music. :slight_smile:
And yes, you're right with respect to collisions being off -- they're raytraced, but only in the vertical direction. So if a bullet comes at you with too much of a horizontal component, it won't hit you. (This also applies to your bullets hitting the enemy).