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TIGSource ForumsDeveloperPlaytestingSuper Universe Defender
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QOG
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« on: December 10, 2010, 10:13:14 PM »

Defend the universe using the directional keys and Z.
Made for jolt Kombat (http://joltkombat.blogspot.com/).

New features for Version 1.1:
-Player has health
-Bosses display health
-F toggles fullscreen
-Minor other stuff

Version 1.2 out:
-More SFX
-Identifies start postion
-Boss 1 indicates when it's about to jump (watch the eyes)

http://gamejolt.com/freeware/games/shooter/super-universe-defender/4085/
« Last Edit: December 11, 2010, 07:46:01 PM by QOG » Logged
kidchameleon
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« Reply #1 on: December 11, 2010, 01:35:58 AM »

Its got really great style, great to look at. Engine is solid. A bit of music during the levels would really finish it off. It could do with a bit of context sensitive help ie. press z to skip text, press z to go through the door. Also, it was hard to know when I hit the enemies, a sound for each hit would be an improvement. All in all though an enjoyable game, keep up the good work.
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PompiPompi
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« Reply #2 on: December 11, 2010, 01:50:48 AM »

Excellent game! Simple yet fun!
I got till a bit after the first boss, but I need to go now.
My only comment would be that it takes time to notice where I am appearing in the next level. You appear each time in a different place, and I franctically trying to seek where I appeared.
Perhaps some flashing visuals to show you where you are appearing? I know you can probably realize where you appeared, and then just die and begin the level again. But I think it would be better if you know where you appear on the first try.
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Yngram
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« Reply #3 on: December 11, 2010, 11:03:33 AM »

I agree with the previous posts about music and better start location identification.

And even though your description says "Bosses display health" I had forgotten about there being bosses in the game by the time I reached the first one. It was a pleasant surprise.
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James Edward Smith
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« Reply #4 on: December 11, 2010, 01:17:37 PM »

The first boss is really annoying to fight since he gives no visual indication of when he is going to jump. This would be okay if he had a predictable pattern of movement where he would run forward a certain amount before jumping or where he would try to jump on the player upon getting within a certain range of him.

As it stands now though he seems to just jump at a certain time since the last jump? I think? It's not really clear and that stun state he enters if you shoot him a lot sometimes seems to reset it making guessing when he's gonna jump next seem like a real crack shoot.
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kidchameleon
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« Reply #5 on: December 11, 2010, 04:15:41 PM »

I'm stuck on second boss!!!!
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Amon26
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« Reply #6 on: December 11, 2010, 06:15:56 PM »

Ohh baby this is nice!  It's cute and greusome, it doesn't try to be more than what it is, and the monster killing feels real nice and juicy! 
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QOG
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« Reply #7 on: December 11, 2010, 07:36:20 PM »

Thanks everyone for the feedback. In response to some of your suggestions I've modified the game.
Version 1.2 out:
-More SFX
-Identifies start postion
-Boss 1 indicates when it's about to jump (watch the eyes)

http://gamejolt.com/freeware/games/shooter/super-universe-defender/4085/
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