When I found out my game was mentioned I discovered some very stupid
bugs which I fixed (specially for you). The main thing was that I never actually tested the game with an actual xbox360 controller
(see, I told you, very stupid)) Now that I did, i discovered that the texts as well as the keymappings were (horribly) wrong! So I fixed those.
And you can grab it here: http://besttof.com/gamma256/1a90.zip
Oh, and I made a mac os x build (Intel), because I could
Grab it here: http://besttof.com/gamma256/1a90_osx.zip
This was supposed to be my entry for the gamma256 party, but because I couldn't finish in time ( i submitted a crappier version ) I thought I'd post the finished(ish) version here.
The game is a non-scrolling, side-scolling shmup where the background and explosions behave as a cellular automaton/game of life/reactive grid. When you hit an enemy, die or a bullet times out, each pixel of the bullet, ship and/or player will be put into the background. Every pixel in the background will cause a reaction, the shape and size of the reaction depends on the original shapes, current state of the background and the ruleset for the current level.
The players can design their own bullets, and preview their basic reactions, and experiment away. Which was sort-of my goal for the game: experimentation. I'm not overly excited about the final, actual gameplay
but i like the looks.
You ought to play it with a gamepad ( figure out the buttons yourself if you don't have a 360 controller ) but the game offers one fallback keyboard control: arrows = thumbstick, left alt = a, space = x and enter = start.
( hopefully )