Invader Breaker

Invader Breaker

par Abigayl
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Invader Breaker

Note:
3.5
Sortie : February 11, 2012
Dernière mise à jour : February 11, 2012
Développeur: Abigayl

Tags pour Invader Breaker

Description

Space Invaders rencontre le casse-briques ! Préparez-vous à de l’action frénétique : cassez des blocs pour libérer l’un des 7 bonus à utiliser contre 8 ennemis uniques. Ce jeu a été créé en 4 jours, en 18 heures, pour la compétition GiTD. Comme toujours, 100 % des revenus, y compris les pourboires, pubs, etc., sont reversés à des œuvres caritatives.

Comment jouer

WASD ou Flèches pour se déplacer. Souris pour viser les balles au premier tir. R pour recommencer. 0/+/- pour régler ou couper le son. Bonus/Objets : Rouge = Puissance de la balle (tue les ennemis plus vite). Orange = Vitesse de création de balle (plus de balles). Jaune = Lasers latéraux (peuvent blesser ennemis, ou vous et vos balles si orange/rouge). Vert = Taille de la raquette. Cyan = Vitesse du jeu. Bleu = Rebondisseur du bas (renvoie les balles ratées). Violet = Santé. Ennemis : Rouge = Tire sur VOUS. Orange = Tire vers le bas. Jaune = Tire un laser (tuez-le pour arrêter le laser). Vert = Tire dans toutes les directions. Cyan = Plonge depuis le haut gauche. Bleu = Plonge depuis le haut droit. Fuchsia = Tire dans 8 directions (bonne chance :P). Mothership = KO instantané si touché

Mises à jour des développeurs

May 3, 2012 10:06pm

PLEASE let me know if you run into any bugs, etc. Due to the time constraint, I was not able to 100% beta-test it.
Special Thanks:
Music: KungFuFurby
Ideas: Livestream & DE friends… too many to list you all, sorry

Commentaires

0/1000
Abigayl avatar

Abigayl

Feb. 12, 2012

6
0

Thank you everyone for your comments/suggestions. Tomorrow, I will look over them and respond (I'm bushed tonight... tutored 11 hours straight). Please realize though that I cannot make improvements due to the nature of the "GiTD competition":http://www.kongregate.com/forums/4-game-programming/topics/243400-gitd-24-voting which is currently in voting process. As such, please feel free to cast your vote for the best game... even if that vote is not for my game ;)

PineyMike avatar

PineyMike

Feb. 12, 2012

5
0

This is a game that definitely goes "practice makes perfect"

Very nice job, glad I gave it more then one go

Abigayl
Abigayl Développeur

Thanks. The entire point of all of my games is to be addictive :D

Aesica avatar

Aesica

Feb. 12, 2012

5
0

So I got pwned pretty fast, and then left the room to go do something. When I got back, the game (in its game-over state) had slowed to a crawl due to lag. Are you properly disposing of things that move off the screen? If you're handling all of the movement in a single enterframe event (which you should be) are you keeping your array(s) of badguys, bullets, etc trimmed down?

Abigayl
Abigayl Développeur

I am indeed disposing of actors when they are killed or move off the screen... I'm at a loss as to what is causing the lag, which means it's back to the basics to rebuild the engine from the ground up :(

lSWATLLAMA avatar

lSWATLLAMA

Feb. 11, 2012

8
1

I love the hybrid between the two games. I've always liked them, and I love your spin on the mix. 5/5 and keep up the good work!

Abigayl
Abigayl Développeur

Thanks Llama :)

kingorkami avatar

kingorkami

Feb. 12, 2012

7
1

Here are a couple of suggestions:
-A small text that pops up to tell you what you just picked up, for example "Speed up!" or "+Speed" or something.
-Score or time-dependant difficulty. As said someone else, once you get the hang of it, you can keep playing forever (heck, I had 260k score before getting bored and suiciding, lol). would be cool to have bosses that start firing at you after a set amount of time, and then turn the screen into a bullet hell after a little longer, that would be cool.

Otherwise, this is an awesome game and despite those little remarks I made, still deserves a 5/5. Polish it a little more and I will have problems because I won't be able to rate it any higher, lol.

Abigayl
Abigayl Développeur

There is indeed a time-dependent difficulty curve, but by the comments, it is not nearly steep enough. I do have some ideas of the "Reboot" version for the power-ups to make them clearer. I am still confused as to why the power-ups are confusing; I know that I am the creator, but they all made sense to me...

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