Project Phoenix

by Mega

Posted on April 30, 2014 at 8:25 AM

My entry for 64DSC 2014.

EXTRA DOWNLOADS: There is a tested binary for Linux (Both 32 bit and 64 bit systems), and an untested Mac OS X binary.
Not updated with the bullet bug-fix (yet).

Linux Binary Mac .app
BASIC INSTRUCTIONS: You are flying a prototype Phoenix attack craft along the Interplanetary Space Bridge.
Hostiles are flooding the gate and invading Earth. Your goal is to reach the end of
the bridge on Mars, find the facility creating the hostile craft, and destroy it.

Controls are simple. The arrow keys or W/A/S/D move the ship around. You can move
up and down, or left and right.
Space fires your weapon; in the demo, there is only the Vulcan Cannon. Bombs are not
usable, and the Pulse/Beam cannons are locked.
A gamepad may also be used, and all controls can be configured in the game's launcher.

Menu navigation is done with a mouse.

SYSTEM REQUIREMENTS The game is somewhat demanding. Not terribly so, but I recommend playing in Windowed mode and at a lower resolution if you're experiencing performance issues.

fromsoysauce commented May 01, 2014 at 12:50 AM
Why do my bullets disappear after only traveling a short distance? is that a glitch?
Mega commented May 01, 2014 at 6:50 AM
Depends on your definition of short. Projectiles do have a lifespan on them, and some types will shoot further than others (The Pulse cannon, for instance, travels further, but has less power to it).
Are the bullets travelling an unnaturally short distance?
Seleney commented May 02, 2014 at 1:57 AM
So um, how does one use bombs?
Powerful Kyurem commented May 02, 2014 at 2:18 AM
So um, how does one use bombs?

Bombs are not
death commented May 02, 2014 at 2:45 AM
So um, how does one use bombs?
Read the instructions, it says this version doesn't have the bombs.

Anyway i think the game is pretty cool as it is right now but it definitely needs some more work, even in the production side. While the retro sounds work for a lot of projects, it didn't sound right in this game. Especially when the graphics are fairly modern. Secondly, the sound for the player's regular weapons should be quieter since it's pretty much going to be fired continuously anyway. The music also doesn't feel like it fits quite right, i think some electronic music might fit the sci-fi aspects, not to mention the quality sounded a little odd in those tracks, it was kinda hard to hear the music honestly. So overall nicer sound would help bring it all together more.

Also, having some planets in the background would be awesome. If we are on our way to Mars, why not have Mars in the back getting larger as we get closer? Would be so epic :P

As for the game play, it's solid but a bit easy and lacking. Definitely needs more weapons so I can't wait for that. Perhaps more enemies or more enemy variety with a tougher challenge. I died twice in the beginning while getting used to the controls but after that, i barely got hit and beat the boss only getting hit once. So it's pretty fun but a bit on the easy side, at least for me.

Well as far as trial versions go, this is pretty good. I can't wait to see what the next version will be like. Amazing work for being a 10 day project. [7/10]
Mega commented May 02, 2014 at 9:13 AM
@Seleney: Bombs were too buggy and I was running out of time, so they're not usable in this version. Sorry :P

@death: Thanks for the review. I'm wanting to add a ton of things to the game, and eventually want to write my own electronic/synth soundtrack for it, possibly even a Megadrive/Genesis based set of tracks.
The gameplay... I'm thinking of changing it up a bit by splitting the game into different phases. Firstly, I want to have 'Zone' battles, where you fight on the surface of a planet or space station; something along those lines. That'll be more of a free-form mode, similar to Terminal Velocity or Starfox 64. Then when in transit to other planets/stations, you'll switch to the Space Bridge level. A lot of work ahead for me, regardless :P
And yes, I definitely want planets in the background. Mars isn't going to be the only one in the final game, it's just my excuse for a story of sorts for this version.
Castypher commented May 02, 2014 at 9:09 PM
Hell yeah, Steven music.

I can understand this is a little prototype and doesn't have a lot to it right now, but I think you could do quite a bit with it, especially with larger enemies or bosses. I have to agree with death though, about how 8-bit sounds and orchestral music didn't really fit that well. Also, I noticed that effect where you travel just a bit slower than your tiling texture's width accounts for, which makes it look like you're flying backwards.

All in all, good for such a short time period. You have the start of a pretty fun shmup here. 8/10
Mega commented May 02, 2014 at 10:49 PM
A note, if anybody experiences a problem where the bullets fire extremely quickly, and disappear about a ship-length away, it's due to a massive derp on my part where for some reason, a timer used in the projectile code isn't using delta time. So the faster the computer, the less distance the bullets will travel. I'll see if I can get it fixed (Assuming I can still use the 'normal' 30 day Pro trial for Unity).

EDIT: Bug is fixed, and waiting in the wings for approval by Acid or a mod.
EDIT2: Fixed version approved and uploaded. Not for Linux/Mac though.
Cosine commented May 08, 2014 at 11:25 PM
Other than the lack of content, my only real complaint is that the controls feel a bit sluggish. It was hard to get any sort of fine control, because just tapping a direction key didn't seem to do much. Nothing else to say, really. Pretty solid start to a game!
InvisibleMan commented May 10, 2014 at 12:01 AM
I wasn't expecting a 3D game; it looks cool! Audio is good as well. I didn't feel incredibly challenged though; I don't think my shields were ever even close to being low.
Edsploration commented May 10, 2014 at 9:32 AM
This game is very pretty, and the sound is good too! The gameplay is darn simple though. It'd be nice if enemies didn't do everything on one axis. Also, It wasn't really clear to me when I was getting hit. I guess the shields recovered on their own, so I never had to worry about dying.

But if there's one thing to add in future development, please, please add an option to invert up/down controls! For people who play inverted, not having the option makes games feel incredibly awkward at best, unplayable at worst. The first time I played it I closed it immediately as soon as I realized that. I realize now the controls are configurable in the launcher. An options menu in the game itself would be nice though.

I did come back to it and play through the whole thing. The level boss pleasantly reminded me of Star Fox 64's Sector X and Meteo bosses. Something about the flashing red ship parts just feels so right. :)