RocketSmash SE
von Tequilaware
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RocketSmash SE
Tags für RocketSmash SE
Beschreibung
Wenn du auf viele Upgrades, Items, herausfordernde Schwierigkeitsgrade und strategischen Einsatz deiner Ressourcen stehst, bist du hier genau richtig. Basierend auf dem weniger umfangreichen RocketSmash 1.0 bietet die SE-Version Hunderte neue Grafiken, Upgrades, Mechaniken und Items, die alle einem Ziel dienen: Zerstöre so viele Raketen wie möglich! Denk daran: Du kannst jederzeit nachladen! (R-Taste)
Spielanleitung
Grundsteuerung—————-. R- Nachladen (nur wenn weniger als die Hälfte der Munition übrig ist). Linke Maustaste: Schießen (halten für Dauerfeuer). Zielen: Mausbewegung. Item-Steuerung—————-. Q: Zeitstopp. Leertaste: Bombe. Rechtsklick: Laserstrahl. W: Gesundheitstank.
Entwickler-Updates
Update 1.2
Nothing too fancy, we implemented autofire and a new powerup which grants unlimited ammo for a brief period. Oh and we finally got rid of the annoying pop-up at the end of each round. Thanks for all the feedback on this guys! We hope you enjoy the new features.
Kommentare
SteliosS10
Apr. 24, 2014
walkthrough here: https://www.youtube.com/watch?v=__5U7mGj8lw
rider1982
Apr. 20, 2014
The pop-up after each round is really bad, until it is removed, zero starts!
Yeah we figured as much :( We have been messing with the api a bit too much, but we will remove that feature now, currently uploading a build without it! Thanks Rider :) Edit: And done! Sorry to everyone else for the inconvenience. Edit #2: We have an issue with the uploader and updates right now, and even though we have already uploaded the pop-up less version a lot of times, the changes haven't reflected yet, we apologize for the issue Edit #3: It finally seems to be up and runnign without the pop-up, however we're now waiting for the uploader the refresh with the actual latest version which has autofire incorporated.
cynosure42
Apr. 22, 2014
Autofire would be a nice addon, like so you can hold down the mouse and have it keep firing. Spam clicking isn't easy on tracpads :/ Loving the upgrades so far though.
Thanks for the feedkback Cyno! While Autofire might change the essence of how the game is played right now, we think it is worth a shot, so we'll implement different fire modes for the cannon in the next update, and we'll see how that fares.
luffy94
Apr. 21, 2014
Thanks for reading to our comments :)
Yeah i realized i wasn't clear enough in my post, sorry about that ^^"
So the issue i really wanted to point out was that I could shoot and spam the reload key so fast that I basically had unlimited ammo. That's what I meant by "defeating the purpose of the game". So I'd say I dislike how there's no delay between reloads.
But then I fear that if we can upgrade the reloading speed up to a certain point, the delay between reloads won't matter much..... I'm sure there's a value out there either on the delay or on the reloading speed cap that would make it viable.
If the reload/firing rate gets balanced, maybe you could add unlimited ammo as a power-up. It is pretty fun and I think it'd add more interaction than just a bomb.
Thanks and I will be looking forward for the next update and bosses ;)
Ah yes we know what you mean! We also hold mixed feelings towards the way reloads and ammo currently work, we're trying to balance it out so that the mechanics themselves don't become redundant(Reload+Reload upgrades). You nailed it, the current issue is finding the magic number to keep both upgrades and the reload mechanic relevant over time. Thanks for your feedback so far :)
densch
Apr. 21, 2014
Maybe add auto shoot.
Thanks for the input densch, we will take it into account, different firemodes to benefit different types of players and the devices used to play(mouse/trackpads)