Awesome, thanks!
I'd like to see itch.io and Indie Game Stand added too :)
Or maybe just generic ones you could fill in with any url?
Awesome, thanks!
I'd like to see itch.io and Indie Game Stand added too :)
Or maybe just generic ones you could fill in with any url?
If this is set in America, all the vehicles are driving on the wrong side of the roads in the trailer :)
I found a couch, what do I do with it to save? What button?
I just tried it with an Xbox 360 controller. I used the trigger buttons at the top to throw punches. This is a really fun game! How long is it on sale? Hope you get Greenlit! Do I get a Steam key if I buy it now?
Same bug for me. I have a screenshot of it if the devs want to see :)
Turns out this issue happens if the zip file is not fully extracted. Be sure and extract all files before running the executable. It should work fine then :)
Had a report of crashing on Win 7/64 Pro. Anybody else had the game crash?
Cool! Thanks for the info :)
I just signed up on the site, they are giving away free copies of Chester right now. I'll check it out! :D
Again, thanks a lot for playing it! Your comments are very helpful. It's always very enlightening to see what others think of your work, and things you don't notice yourself :) I noticed you didn't say much about the graphics. It was turned down for publishing on Desura because of the graphics. I know the backgrounds need redone, and the powerups, and a thing or two here and there. I think the sprites look fine for a retro styled game though.
Anyway, thanks a lot for playing! :)
Glad you liked the bosses! Boss rush could be fun to add :) I couldn't figure out how to do the online scoring thing. Not sure where my hosting would be, would have to be changed if I switched hosts?
I didn't put instructions in the game about the powerups. I was curious to see if people would figure them out or not. I'm definitely re-doing the graphics on them. Green is Points, Red Shield, Orange Speedup.
I hadn't decided how many points to give to the green ones so they are still all set to 10. I was thinking of making them maybe half or 1/3 of the points for the enemy killed? The mastery system relies on scoring or percentage, so you can master a level on points. So I was thinking points powerups would put you over the edge. Everything else in the game is way more points now, so that definitely need fixed.
Changing the controls to gamepad really makes it a different game. Later on, it's pretty much impossible to survive without aiming at the enemies. It's definitely a PC game, and the advantage of those is the mouse. So maybe it's just a bad idea for a game?
It's early beta, for sure. I really wanted to get something out and hopefully get some feedback on it. You are the forth person to play it and get back to me :/
There are around 35 enemies in the full game. They do have lots of different patterns, but if people don't see that in the part of the game from the demo... Maybe I need to throw some of those later enemies in earlier on?
The first two levels are pretty much a shooting gallery. The enemies here don't pose much threat and are easy to kill. You are right they don't move vertically very much. I should probably move one in that does. Basically, level 1 I just want you to figure out the controls and how to play, how to aim at enemies with the alt fire. Maybe some of the enemies should fire?
The progress bar is a good idea. I hadn't thought of that. It does kind of make you wonder how much further you have to go...
Thanks so much for playing it and for all the great feedback! I really appreciate it!
Yes, the secondary fire is the one thing that makes the game different from other shmups I have played. If I'm understanding you correctly, you are saying because of the lack of having to move much in the early stages the secondary fire aiming isn't very comfortable. And it feels underpowered. It has basically the same strength as the main weapon in the early stages, and doesn't really come into its own until later in the game. I need to find a way to communicate that better.
The weapons are unlocked one at a time by technology upgrades from the Pleaideans. So when you are playing a later level you are getting the weapons you will have at that point in the game. In the early going, primary and secondary weapons are similar. Later in the game you have very different secondary weapons - giant balls of plasma, waves of energy, homing missiles, and lightning. They are all way cooler than the ones in the demo, heheh I haven't figured out how to show all the cool stuff upfront without just unlocking the later game stages. There is a steep change in difficulty, players would most likely be overwhelmed. The current build has the powerups all moving back and to the left, so there's less chasing...
29 downloads, yay! Thanks for playing everybody!
Anybody have any comments on the game?
Plethora 2012 Disclosure, gameplay on the 4th stage, Deep Underground Military Base. A little further in the level, fighting the Sentinel boss :)
Plethora 2012 Disclosure, gameplay on the 4th stage, Deep Underground Military Base. The game is getting a little more hectic here, ramping up the difficulty a bit :)
Plethora 2012 Disclosure, fighting the first boss.
Blurry like the other one, but you get the idea I hope!
Plethora 2012 Disclosure, gameplay of the first stage, L.A.
This video is a little blurry, I could only find one video converter to make it with. Actual game not blurry at all, heheh
Plethora 2012 Disclosure, Instructions screen. Will probably be redone in case anything changes, but I wanted to leave it in for now.
Plethora 2012 Disclosure supports a whole bunch of graphics modes for 4:3 and widescreen!
Plethora 2012 Disclosure, Main Menu.
Quetzalcoatl placeholder graphics.
L.A. level, Mothership boss.
D.U.M.B. level, fighting the Sentinel boss.
D.U.M.B. level, fighting the Sentinel boss.
Mayan level, as Quetzalcoatl's body is damaged, its skeleton is exposed.
Mayan level, Quetzalcoatl circles.
Mayan level, Quetzalcoatl appears!
Mayan level, the orange thing is a Berserker, they start slow at the edge of the screen and then charge your ship!
Zer0]{elvin
Ian joined
Homemade developer of Platfinityâ„¢. Lifelong gamer with a great wife and two rambunctious kids! Voice actor "Ray Hammond" on NoseBound.