HexaShock will be a gritty top-down Shoot 'em up inspired by classic arcade shooters, but it brings a couple of substantial twists to the table. Enemies don't fly into the screen, they warp into the battle zone, and this warp process can be interrupted to watch them spawn as smithereens. You'll be equipped with 3 sustained assault modes and 3 burst modes. You won't be able to dodge everything - survival will hinge on a mix of your passive shielding, your active negation burst, dodging and prioritizing whom and how to rain destruction upon first.
This is the begining of an article series to demonstrate the various mechanics I have planned for HexaShock. This article explains the 3 player assault weapons, used to deal sustained damage. It also shows off some of the animated fractal graphics. Keep in mind the rest is still in an pre-alpha state.
The twin ripper beams deliver the highest and most focused damage of all assault weapons.
Their main purpose is to deal with, relatively slow moving, medium and heavy enemies.
The fusion beam array spreads its power over a wide angle with 5 beams to hit more enemies at once.
While fusion beams are generally substantially weaker than ripper beams, they excel at taking out many small targets, quickly. Weak targets like drones will take more damage from fusion beams.
Energy matrix missiles deal the least amount of damage over time, but they chase targets relentlessly.
If their current target is destroyed they will immediately lock onto a new one, if possible. This makes them excellent at dealing with flanking enemies, and very efficient at utilizing their payload.
A brief introduction of myself, my plans for this game as well as what motivates me to create HexaShock
This is an extremely early Demo, so take it with a decent grain of salt. What you'll be able to do is start the game, fight 2 types of enemies and get...
This is an extremely early Demo, so take it with a decent grain of salt. What you'll be able to do is start the game, fight 2 types of enemies and get...
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