Radivader by Piscythe

[raw]
made by Piscythe for LD34 (COMPO)
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.

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

Feedback

Elenesski
14. Dec 2015 · 08:57 UTC
Cool idea. But I found that if I just flew in a straight line, I'd continue to get better, than if I tried to move around. Overall was still good and has lots of potential.
bazkur98
14. Dec 2015 · 17:56 UTC
Simple but fun. Music was great. Gets very very difficult by 4th or 5th round but still entertaining!
Tuism
14. Dec 2015 · 17:58 UTC
Some really good ideas, many of them in fact, but the overall mash of them doesn't feel exciting. If this were a landscape, it'd be pretty flat. I think a good game needs to have some rhythm, highs and lows. This one feels like a straight line.

- 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.
peterthehe
14. Dec 2015 · 17:58 UTC
Very fun indeed. Innovative and easy to play.
manabreak
14. Dec 2015 · 18:06 UTC
Nice take! I finished it and enjoyed it a lot. :)
icereci
14. Dec 2015 · 18:34 UTC
Tank Controls was a bit hard me. Still enjoyed the game. Good work.
A333
14. Dec 2015 · 18:35 UTC
Nice game! I've liked a variety of enemy roles.
And you've even managed to include the boss! great job.
SadSmile
14. Dec 2015 · 20:06 UTC
Solid game. Nice music, simple to understand and fun to play ^^
rzuf
17. Dec 2015 · 11:50 UTC
Gameplay is what makes it decent.
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!
VersatileBox
17. Dec 2015 · 19:55 UTC
I liked it!
BroCade
17. Dec 2015 · 20:05 UTC
Your core mechanic is a great idea, it just needs some testing and refining... maybe you should be able to turn faster, maybe the ship speeds up faster. Adding player feed back, sound fx when astroids die, having then be pushed by your shots, exct. little things like that will go a long way to making your game "feel" better. Overall your ideas are very good, just work on your execution, but there is alot of potential here

Also i get a SERIOUS star control 2: the urquan masters, vibe from your game, if you havent played it recommend it
thelasthour
17. Dec 2015 · 20:20 UTC
What a great game! That progression felt really good and damn, that was a hard boos fight!
someone
17. Dec 2015 · 20:31 UTC
That was great. I like the inclusion of the boss, that was a nice surprise.
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.
DarkGrisen
20. Dec 2015 · 17:14 UTC
I was sooooo close to beat the boss >.<
Good game!
Wir
28. Dec 2015 · 15:08 UTC
Died pretty fast at the beginning but after some time I got the hang of it. I kind of felt immortal against the enemys following the player (warp, shot them in the back and warp again)

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
kardfogu
03. Jan 2016 · 19:46 UTC
Very well made game, the mechanics are fun, the game runs like a charm, the boss builds up the mood, the audio is nice, the visuals are asthetically perfect and matching and both themes are perfectly built into the game. Awesome entry.
Also, thanks for the critic rating of my game. X)
Keep up the good work!

- Kardfogú
Nega Drive
03. Jan 2016 · 20:09 UTC
Neat game. Props for adding upgrades and progression! Fighting against the ever expanding enemies gives a nice oppressive feel to the game. Easy to pick up and play. Good stuff!
Creative Sectors
05. Jan 2016 · 00:24 UTC
[ETC from Creative Sectors]
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.