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Title: Final Kapster (Browser Game) Post by: kappa on September 15, 2009, 02:22:43 PM Heres a little shmup I've been working on.
Quote Its the year 3521, Earth is at war with an technologically superior Alien race. The war is all but lost, Earth's final defence force has been defeated and a massive Alien Fleet is heading towards Earth. You pilot an experimental ship, constructed specially to combat alien weaponry. Its the first of its kind and has not yet been tested in actual combat. Due to the desperate situation you have no choice but to engage the enemy. All that stands between earth and the alien fleet now is you. Controls: Use the mouse to move the ship, left mouse button to shoot and right mouse button to switch shields Alternatively you can use the keyboard for ship movement (see option menu) and Left CTRL to shoot and space to switch shields. P Key to pause the game and M key to mute/play music. I recommend that you play in fullscreen for maximum smoothness. (http://kappa.dreamhosters.com/games/finalkapster/spic1.png) (http://kappa.dreamhosters.com/games/finalkapster/spic2.png) (http://kappa.dreamhosters.com/games/finalkapster/spic3.png) As for System Requirements, it should work on most modern computers but you need a graphics card that supports at least OpenGL 1.1. I'm looking for some feedback and idea's to improve the game to make it better, any suggestions are welcome. You can play it here (http://gamejolt.com/online/games/shooter/final-kapster/693/) Title: Re: Final Kapster (Browser Game) Post by: G.I.L. on September 15, 2009, 05:19:45 PM I like it. The graphics are smooth and the effects are good. The captured thing was cool to. Very good!
Title: Re: Final Kapster (Browser Game) Post by: Curseman on September 16, 2009, 05:31:22 PM Pretty fun. Clearly Ikaruga-inspired. I got to wave 11.
I think my biggest complaint is that 9 times out of 10 the enemies try to kill you by ramming instead of shooting at you, so the switching mechanic goes to waste more than it should. You could be completely immune to bullets of both types, and it wouldn't make the game that much easier, since the real threat is crashing into other ships. Title: Re: Final Kapster (Browser Game) Post by: tim_the_tam on September 17, 2009, 01:16:03 AM *sigh* ikaruga galiga much? :facepalm:
with that aside i got to say its good.. but it needs more work. you got clean and simple graphics and really smooth animations. it doesnt push much graphically and to be honest a bit too simple but it works well with the game so good job. i also like the variety of enemy units. i particularly liked that life stealing unit. it really kept each level fun and interesting to play. while i liked the variety of units it feels like theres not enough mixture of black and white enemies and bullets on screen to have a juggle of flipping shields. its either mostly dominated by one color or theres not enough bullets being fired. so please work on balancing the levels. i agree that there are too many death with the enemies ramming instead of bullets. is this intention? if not then might i suggest increasing the size screen because it feel cramped and increase the bullet firing rates. what really disappointed me the most was the flipping shield mechanics because they weren't used to their full advantage. i mentioned one before but there are more. like how about extra points or an easier kill when you shoot enemies of the opposite color? or how about having 2 shield one for each color and they have to be charged separately? another thing that i didnt enjoy was that the game was not rewarding. to be honest the only reason why i kept playing was to see more enemies. you need to add a reward system like how about having a ship that gives you bonus life if you shoot it down or a power up or something idk your the designer. but yeah.. i did enjoy it, it just needs more need work. so good luck :) Title: Re: Final Kapster (Browser Game) Post by: kappa on September 17, 2009, 06:26:00 AM thanks for all the nice feedback, (tim_the_tam especially thx for the great critical feedback, much appreciated).
The game is indeed inspired by games like ikaruga, galaga, etc. I wanted it to really be a homage to as many great shooters as possible. Had space invaders style movement before but didn't work too well with the shield stuff. As for the ramming, initially I had no ship collision, it was just bullet collision, but the game felt some what dry without that extra sense of danger. Also it would limit the types of attacks the enemies could do, like diving at you. Its also a nice artificial way of keeping the player ship at the bottom without limiting vertical movement as the enemies tend to batch at the top (also helps since shooting direction isn't free form). Your right about the mixture of black and white, at the moments its just completely random, so its possible to get all the same colours at once. I'll fix that in the next update so that there is an even mix. Bullet firing rate and attacks do increase as the wave levels go up but maybe the balance its right yet. The enemies also need more hits to kill as you progress. Shooting enemies of the opposite colour does do double damage to them but maybe again this needs to be stronger. There is a chaining system that you can use to rack up more points where the score for each enemy is multiplied by the number of chains you have. As for rewarding the player your again your right, I'll work to try improve this area ASAP. I'm thinking of a level up systems as opposed to collecting power ups where your weapons get more powerful as you become stronger but again I'll try experiment further to see what works. thanks again for the feedback. |