Space Star Shooter

Space Star Shooter

by EnglishAcorn
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Space Star Shooter

Rating:
2.0
Released: June 13, 2012
Last updated: June 13, 2012
Developer: EnglishAcorn

Tags for Space Star Shooter

Description

Sci-fi Space Shoot, where by the player is pitted against waves of increasing numerous enemy ships in which they must destroy. The aim is to get the highest score.

Players have the options of upgrading at the shop in between waves, or by pressing ESC if they are still alive.

After Wave 5 the enemy types are generated randomly by each wave sees more enemies added to teh fray.

If enemies collide an are too small then they destroy each other.

The players health regenerates each time they visit the shop, so with quick abilities they are able to last for a long time.

The closest enemy to you is located with the tiny pointer that rotates around your ship.

If you cannot locate the remaining enemy simply to back to the shop, and return to the game.

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The music playing has been created by myself (Adam English) using Magix Music Pro software.

The game has been created using Construct 2 (By Scirra.com).

To support, please share, follow me or subscribe at any of the following:

www.englishacorn.com
www.englishacorn.blogspot.com
www.youtube.com/englishacorn
www.facebook.com/englishacorn
www.twitter.com/englshacorn

Thank you.

How to Play

Mouse:
LMB - Selects menu or shop options, mute button.
Hold LMB - To fire laser in direction of target (Mouse cursor)
W/Up - Accelerate.
A/Left - Turn Left.
S/Right - Turn Right.
D/Down - Decelerate.
ESC - Takes you to the shop.

Shop Options:
Top Speed: Top speed of ship.
Turn Speed: Ability to turn ship.
Acceleration: The acceleration and deceleration of the ship.
Ship Hull: Life of your ship, 0=Death.
Shield: Protects your ship.
Fire Rate: Rate at which laser fires.
Laser Strength: Damage of laser against enemy.
Laser Speed: Speed at which laser travels.

Developer Updates

Jun 15, 2012 1:40pm

Update (21:33GMT 15/06/2012):
-Changed controls, now requires LMB click/hold to fire
-Fixed loading screen to prevent problems with certain browsers
-Included a laser muzzel flash
-Re-coded the movement of the stars ingame to prevent their distraction
-Reduced the opacity of the background stars
-Increased the size of explosions for asthetic appeal
-Changed player graphic to include a turrent
-Fixed bug when an enemy would seem to by aware from the playing area preventing continuing to the next wave.
-To maintain immersion, included warp element for enemy entrance
-Doubled upgrade level (To 20), each level has half the benefit as before
-Increased starting credits to prevent players being overwhelmed at the beginnning of the game.

Comments

0/1000
DrYoshiyahu avatar

DrYoshiyahu

Jun. 13, 2012

4
0

I'm going to be brutally honest with you but don't take my advice lightly, because you've got the basics down, but here's some really important stuff to take note of.

The background is quite disorientating. Remember that simpler is better, you don't want to crowd up the screen.

Enemies should never spawn that close to the player. As a rule of thumb, spawning should never occur on screen where the player can see it, it ruins the illusion.

It desperately needs instructions, every game does.

I would recommend having a turret on the ship if you want 360d firing. Having the bullets appear at the front of the ship doesn't look right.

There was a good range of upgrades but I had maxed them all out after just a few waves. Because it was so easy to upgrade the ship, the game was far too easy.

Finally, do some bug testing, I frequently found myself stuck in the wave because an enemy was left but it didn't exist.

As I said, it's a good game, with a lot of small problems. Good luck.

EnglishAcorn
EnglishAcorn Developer

Thank you DrYoshiyahu for your long and thorough reply. I've taken what you have said onboard and in the latest update (15/06/2012) I have attempted to amend some of the issues you've raised. I've changed the background during the main game to not be so disorientating and confusing, reducing it's opacity and re-doing how it follows the player. For the moment, the enemies spawn the same however after a 'warp' animation to prevent the total loss of immersion (I hope to re-code the spawn to be more practical in a later update). As you've suggested I have added a 360* turret, to prevent maxing out all of the upgrades early on I've doubled the level and reduced the credit gained from destroying enemy ships; although I've stepped up the starting credits. Hopefully I've ironed out a few of the other bugs, I perhaps prematurely uploaded the game. Thank you again for your comment. ~Adam

TeleKawaru avatar

TeleKawaru

Jun. 14, 2012

3
0

I keep having enemies spawn outside of the play area

EnglishAcorn
EnglishAcorn Developer

Thank you for your comment. I have hopefully fixed this issue with the latest update, as well as changing the game dynamics.

sirspikey avatar

sirspikey

Jun. 13, 2012

3
0

I really don't have clue if I'm moving at all because of the background...

EnglishAcorn
EnglishAcorn Developer

Thank you for your comment. In the latest update (15/06/2012) I've have now changed how the stars follow the player to create a better motion effect. This should stop the confusion you experienced. My apologies.

cptseven avatar

cptseven

Jun. 13, 2012

2
0

Safari does not work either.:(

EnglishAcorn
EnglishAcorn Developer

Thank you for your message. It's annoying that its not working either. I'll try updating the software version tomorrow. Does it free at the "Loading page"?

venetianfaith avatar

venetianfaith

Jun. 13, 2012

2
0

Good art... I suppose the idea is over used, and the music... well... good try.

EnglishAcorn
EnglishAcorn Developer

Thank you for the feedback. I agree the idea is over used some what, an implemented better else where. Hopefully when I get more time I can make much needed improvements. However I am happy with what I achieve in the time I had available. In a perfect world, it'd be smoking. Thank you again for the feedback and my kindest regards. ~Adam