Radivader by Piscythe
A shooter game with enemies that grow over time. The player's ship constantly moves forward, and can only be controlled with two buttons - for turning left and right. Complete with 7 enemy types, upgrades, and a challenging boss battle at the end.
-Use the Left and Right Arrow Keys or A and D to turn.
-Fly straight to accelerate, turn to decelerate.
-Press both keys to brake.
-You get XP for each enemy that spawns and each enemy that dies.
-Pause with P, resume with any key
Coded in Starling using FlashDevelop. Graphics are from Inkscape and put into a TexturePacker Atlas. Music made with lmms and sound with BFXR.
-Use the Left and Right Arrow Keys or A and D to turn.
-Fly straight to accelerate, turn to decelerate.
-Press both keys to brake.
-You get XP for each enemy that spawns and each enemy that dies.
-Pause with P, resume with any key
Coded in Starling using FlashDevelop. Graphics are from Inkscape and put into a TexturePacker Atlas. Music made with lmms and sound with BFXR.
| Web | http://piscythe.com/index.php/games/12-ld34 |
| Source | http://piscythe.com/files/RadivaderSource.zip |
| Original URL | https://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=29376 |
Ratings
| Coolness | 55% | 3 |
| Overall | 3.52 | 263 |
| Audio | 3.20 | 228 |
| Fun | 3.65 | 143 |
| Graphics | 2.81 | 640 |
| Humor | 2.11 | 590 |
| Innovation | 2.65 | 752 |
| Mood | 3.03 | 433 |
| Theme | 3.61 | 578 |
- The player movement could do with some organicness. Like have the rotation accelerate a bit, so that the player can adjust in smaller increments while not letting them being stuck rotating too slowly.
- The upgrade system is cool, but ultimately the impact of each small thing feels too small for me to care a lot about each click.
- Progress = death? Where's my risk and reward? Do I progress forever no matter how well/badly I play?
- Didn't realise the plane wrapped. I think in that case the shots should wrap too and have a range that disappears after its range. It doesn't make sense to have the ship wrap but not the shots. Do the enemies wrap? Think they should too.
And you've even managed to include the boss! great job.
Music is what makes it goddamn legend!
Really, music here is astounding. :D And i love games that allows you to get ridiculously overpowered! Didn't beat the boss tho, he had like gazillion HPs and after shooting him for half of day he was barely scratched.
Good game!
Also i get a SERIOUS star control 2: the urquan masters, vibe from your game, if you havent played it recommend it
The difficulty was well balanced. The boss was challenging, and when fully upgraded you could get back there really quickly if you die which was good.
Good game!
Anyway thank you for your long comment on our game.
I don´t know if you read this or want to know it but I´ll tell you anyway ( I think there should be some kind of message system on LD ).
If I remember correctly we had a pathfinding but one of us thought it would be cooler without, so we tried it.
We plan on spending another week or so to complete this game (we will spend much of that time in mapmaking and storypolishing, maybe even a campaign).
With the new maps the feeling of being a swarm will get a lot better I assume.
Greetings Team Wir
Also, thanks for the critic rating of my game. X)
Keep up the good work!
- Kardfogú
My opinion is that the music is not really fits the game, but the other aspects are fit together. It was nice to see two themes at the same time. The vehicle was a little bit slow and sometimes unresponsive, so I usually end up in a circle of enemies. It has the potential, and I miss the warping shots, that could help me to clear the areas faster.