6 hours in

six hours into the ludum dare (theme is “10 seconds”).

so, my idea for this game is basically strikers 1945 III. it’s a top-down shmup because i literally cannot make any games that aren’t top-down shmups.

anyway, basically, the enemy shoots for 10 seconds, and then is vulnerable for 5. during these 5 seconds, you can either shoot them down or charge straight at them. charging at them will instakill them if they are still vulnerable; this is how you get a perfect 3/3 stars for that pattern. shooting them down earns 2/3 stars. bombing or dying gives you 1/3 stars; bombing also instantly advances the pattern.

basically, think fairy wars’ medal system except with a different mechanic. i was actually thinking of angry birds while thinking about how this would work. yes, there will be a practice mode; can’t have 100%ers complaining

i have player movement properly built (with slow movement, circular movement to eliminate diagonal speed boosts, and buttons cancelling their opposites out). shooting is also partially implemented; the shot button and bomb button both function but don’t do anything visible yet.

the shot button sets a ‘volley’ timer to 1/4th of a second; on releasing, this timer goes down to 0. while it’s above 0, you continue shooting. this is because some people like to tap the shot button (some games it is necessary, and it isn’t always obvious), while others like to hold the shot button.

well, i’m going to bed. see ya in the morning!

here’s my obligatory screenshot filled with circles: