Digital Catabolism
von Draykon
Digital Catabolism
Tags für Digital Catabolism
Beschreibung
Ein 3D-Bosskampf mit fünf Leveln im ShMUP/TPS-Stil in einer virtuellen Welt. Mit ausgiebigem Einsatz von Partikeleffekten. Ich habe es nicht absichtlich schwer gemacht, aber es könnte trotzdem herausfordernd sein.
Spielanleitung
Mit der Maus zielen und schießen. WASD zum Bewegen.
Entwickler-Updates
-Removing the ‘exclusive’ tag, if I can figure out how. I’m honestly not getting the amount of feedback I want from Kongregate. ;/
Cleaned up the menu a bit- adding an ingame controls listing, since apparently people don’t read this, and made it so that clearing a boss and then immediately dieing still counts as clear. Originally I preferred death always counting as failure, but a couple bosses have a tendency to get off practically undodgeable “Ragequit Attacks” if killed at the wrong time.
I was considering implementing some sort of time-based scoring system, but it really doesn’t look like there’s nearly enough interest to make it worthwhile.
Kommentare
immortius
May. 28, 2011
While the graphics are nice, it is difficult to tell what is going on or figure out how to avoid attacks. This is partially due to the lack of aural queues - no hit sounds, no sounds announcing upcoming attacks and so forth. Also some of the attacks render behind the environmental (background?) effects, which doesn't help.
Might be worth looking at Rez for some ideas.
Draykon
Feb. 21, 2011
FlashBeast: Would you believe I'd planned a minor update to fix that, and was in the midst of uploading it when you saw your comment? ;D
Zgnumu: Thanks a ton for actual insightful commentary. Perhaps classifying this as a shmup is a mistake, but it's the genre I was going for, even if I ultimately strayed pretty far from it. At any rate, I'll definitely take that criticism into account should I ever produce something new, but doing those kinds of major changes to this particular game seems a bit much.
FlashBeast
Feb. 20, 2011
I Failed after it said 'Clear' on the screen and i won.... It counted as a fail since i didnt unlock the next level! Fix eeeeet.
zgnumu
Feb. 13, 2011
I could only proficiently beat stages 1, 2, and 5 by keeping a lot of distance from the enemy and carefully sniping... otherwise I got pulverized pretty quickly. Love the background effects--they fit the theme well. But the game mechanics are... eh... The enemy attacks/movement, camera view, and controls are a bizarre mish-mash of overhead shmup and 1st/3rd person shooter shmup mechanics, making the experience rather... weird. To be blunt, the proximity of the camera to the ship makes it feels closer to a fps than a shmup. I you want to rework it w/ the mechanics as is, I'd say stage 3 had the most going for it, w/ the illusion of linear motion and comparatively more visible/comprehensible/evadable attack patterns.
cosmos5000
Mar. 30, 2012
i cant see the susis boss shots >_<