IPv6
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« on: February 24, 2009, 06:25:25 PM » |
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This is going to be mini-entry. Year 4242. Earth is not the same we know by this days: planet surface is spoiled and humanity in hi-tech cities above the clouds. The surface under the clouds is inhabited with evil robots. You are simple guy that operates gravity machine to protect your flying city from meteors and other hazardous stuff. But in one of the days enemy ship suddenly occured in vicinity of your area. Of course, the first thing it started to do is to shoot at civilian objects with missiles and stuff. Now its your turn This will be 2d entry featuring some sort of puzzle-physics action from the cockpit (control panel) of this gravity machine. Stay tuned! -------- UPD: playable version, 4 levels http://files2.gamerotor.com/misc/gravdefender.zipPlease comment!
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« Last Edit: March 13, 2009, 12:51:11 AM by IPv6 »
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IPv6
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« Reply #1 on: March 01, 2009, 07:03:04 PM » |
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Work in progress:
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IPv6
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« Reply #2 on: March 04, 2009, 07:19:33 AM » |
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Updated with playable version
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michael
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« Reply #3 on: March 05, 2009, 09:36:57 AM » |
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:O
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you rob the bank, i'll rob stewart
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IPv6
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« Reply #4 on: March 05, 2009, 05:53:05 PM » |
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Is it just me or does the cockpit seem more like just a HUD? May be :D But good cockpit should be a HUD too? my point: there is nothing else except "control point" of gravity machine in question, even game field is draw inside its monitor... so this is cockpit - a place where you sit face-to-face with some kind of device and do the stuff. May be by "painting skills" (i don`t have any ) are not high enough for depicting such idea
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Noyb
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« Reply #5 on: April 10, 2009, 12:05:08 AM » |
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Fun! Good polish. The gravity mechanic feels very natural, and is a nice twist on the tower defense game.
The first level feels far too long and slow compared to the others. In general, it might help player motivation to know how long each level lasts.
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Cymon
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« Reply #6 on: April 10, 2009, 11:14:09 AM » |
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Ah, gravity based physics is a bit of a weakness for me. Still, this one isn't as cockpitty than some of the others. Good game in and of itself, tho.
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IPv6
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« Reply #7 on: April 13, 2009, 12:21:27 AM » |
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Thanks for replies!
P.S. I will strive to fit better into next competition`s mood and feel
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ortoslon
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« Reply #8 on: April 16, 2009, 04:29:06 AM » |
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You could use the core mechanic to create a fast-paced score-based arcade game. Here's how: remove the flying cities, fill the screen with enemies with increasing pace. Player gets score for killing enemies with their bullets. The game ends when there are too many enemies on screen. Give the enemies random shooting, but basic dodging AI. To make the controls more responsive, let the gravity field dissolve with the release of mouse button, so there could be only one field at any time. Also, make the fields invisible. I would play the hell out of this game.
That being said, the current version is nice.
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IPv6
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« Reply #9 on: April 17, 2009, 01:38:52 AM » |
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Thanks, nice idea!!! Really. I will give a try next time!
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trabitboy
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« Reply #10 on: April 21, 2009, 11:28:14 PM » |
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really polished, I've been coming back to it for a quick fix for a few days
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Pishtaco
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« Reply #11 on: April 25, 2009, 02:23:33 AM » |
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I really like the gameplay in this, nice work . I just spent a long time struggling against level 4; it felt pretty epic. I agree that it would be good if the game gave you some sense that you are getting close to the end of a level. Some other small complaints are that the sprites feel a bit mismatched in style and scale, and I think the power meter is hidden a little too far away from where the player's attention will be. But overall, great game. Kudos for the way it pauses when the window loses focus.
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