These aren\'t the droids you\'re looking for. You\'re not looking for droids? Well carry on then.Joined on October 9, 2010, 3:32 AM Visited on October 3, 2017, 1:55 AM
The case hummed in his hand as he ran.
"Next Hoplite, launch--!"
He raised a hand to block out the light as soon as he heard the Hoplite's jetpack fire. Not that it helped much, as the blue barrier flared to life in air, ten times larger than the bearer's physical shield.
"Hoplite 33 swap out, Hoplite 16 you're next--"
He could hear the tension in his captain's voice. One barrier placed wrong and the case - and him - would be shredded, and the rest of the planet soon after.
Conscious of his feet still padding through soft dirt and grass, he squinted under the nearest Hoplite's barrier at the specks of light swarming in the distance, growing in every direction. Kilometers at a time.
Frederic's voice came through the headset. "And to think they said no Rainfire system could maintain a field this big. Hah."
Abruptly, a jetpack fired from a nearby trench. Avian make - the sound gave it away instantly. A single soldier - "I see him. Launching." Frederic.
A shotgun report a moment after Frederic's 'pack firing. A scream, and explosion as the avian's side maneuver box detonated.
"Rainfire projectiles incoming, ten seconds." The captain's voice again. Terse. He looked ahead. Ten meters? Twenty? He wondered briefly why the activation site had to be at the top of a hill, of all places.
"Brace for - Hoplite 16, your shield's not--"
He dove into the activation site crater. The start of a grunt from Frederic, cut off by static. He looked up out of the crater, almost lazily, as a blackened boot flew overhead. It hit the dirt with a heavy thump that indicated it wasn't empty.
"Carrier, the case."
He slammed the case onto the concrete in front of him, opened it mechanically. Green light spilled out. "Anyone can activate this?" His voice was steady. Surprising.
"Anyone." He could almost see the captain nodding at him. Trying not to bite a hole in her glove again.
He looked across the landscape, at the dozens of lights speeding overhead, at the millions of glowing bullets accelerating across the plains lit as though it were day, and plunged his arm into the case up to the shoulder.
[sorry for the delay, i spent most of yesterday with a headache that intensified whenever i looked at a screen]
Done in alphabetical order, since that's how they were listed.
------ Abysmal (Polystyrene Man) ------
I am a little green dude with sunglasses. I spend my first in-game moments jumping on rooftops, then run upwards, jump on a red platform button, get grav-lifted to another red platform, jump to a purple platform, fall off, land on the bottom side of another purple platform, become depressed once I realize I can't get back on the button sides of the platforms without going back up, and commit suicide. (After restarting, I realized there was some kind of green trampoline structure under the main platform that could be used to get back up to zero level without having to restart/lose coins, and got 101 coins before dying as result.)
So, impressions and things:
- Gameplay is fun. Collecting coins and getting beamed up
by Scotty works well. Lower levels being darker is a nice indicator of depth.
- Controls are...slightly clumsier than I expected? Maybe it's the turning speed or something, but the player character controls a bit sluggish at times. Landing after falling for a while is rather difficult.
- I have no idea how to use powerups or how they work at all. I know the character turns pink after collecting all coins on a blue platform, and suspect that collecting all the coins on a purple platform is what makes that purple bar thingy show up, but what actual effects these things have is beyond me.
- Menus: flashing options/buttons are trippy and I don't know how to react to them. Also you may want to consider making it so that menu options can be more quickly selected by pressing the arrow key that most closely corresponds to its direction relative to the center of the screen - i.e. up arrow key selects the top option, down arrow key selects the bottom option. The rotating thing does work okay, I just found myself trying to select the top and bottom options by hitting the up/down arrow keys a lot.
- Seems like there's a bug when collecting coins - for some reason, upon collecting a few coins in quick succession, a giant pair of coins will start following the player around, sometimes flickering in and out of existence when jumping between platforms.
This set started moving to the left by itself, too.
And this set mysteriously grew to platform-eating size.
- How was performance?Pretty good, generally - I ran it on Good quality in a 1024x768 window (default settings I think), and there was some lag when the level starts and when the player dies, but that was about it.
- Could you reach the top?Alas no - I was lucky to get maybe 5 levels up.
- Is the game too hard?Right up until I figured out I could just switch to super-blob mode to make my platforming woes go away, yes. After that, no. The enemies were essentially no challenge - I tried fighting them at first, but then figured out that I could just run through the level while ignoring the enemies and get to the next level that way.
- Does the story make sense?The reason the main villain is the villain is because he is too stupid to realize that all his problems could be solved by ditching the ship he's flying on, and only makes this realization once the player character points it out to him. Having realized how much of a liability he is to the evolution of his species with the recognition of his own stupidity, he - on a dime - makes the noble decision to remove himself from the gene pool by crash-landing the ship with himself still onboard. Also maybe because someone needs to pilot the ship to its demise and heroics blah blah.
- Should health packs be added in?Seeing as I could just run past/jump over most enemies to finish levels without firing a shot, I don't think that health is really a problem. If I were taking the time to actually fight enemies, then maybe.
i *really* need feedback on the difficulty curve. at what levels people start to max out. when it *is* fun and when it isn't, and why.I played 3 or 4 times before I started getting tired; I only ever died because I ran out of health, and usually around level 6 or 7. So some kind of health powerup might be nice I guess. And the game was definitely more fun when the more action-oriented/driving music came on. Appropriate music really does help the player stay alert and interested, I think.
- How do you feel about the game's progression? Does it feel too grindy? If so, on what scale. In a battle, or as a whole, involving the accumulation of items?It does feel a bit grindy when walking around and hitting things with the bat - partially because of how using the bat works at the moment, but also because the enemies aren't particularly intelligent and don't pose much of a threat.
- How do you feel about the game's difficulty? Are you unable to progress? Did you get stuck?Rather easy at the moment, in terms of how combat plays out. Didn't progress far because I wasn't sure what I was supposed to be doing (used 3 gas cans to play 3 levels and then did one defense mission).
- Did you come across anything that could be interpreted as a bug?Not really. I thought the dropping-weapon-when-hurt thing was a bug when I first encountered it, so you might want to make it more apparent when that happens.
- How many people did you play with?Just me
colseed actually makes music? whaaaaat
Colmov - Main theme (original recording)
Written for that 1984 game I made back in 10th grade. Fun themes of oppression, the futility of resisting an oppressive system, stuff like that. Also robots and lots of paint.
(...i should probably submit that to the games database here too...herp)
Only uploaded one thing so far 'cause the other recordings I have lying around are kinda messy and don't do their compositions much justice. Hopefully will get around to re-recording those sometime soon.