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Here's our homage to the old classic "Asteroids"
Being fans of arena shooters we've tried to take some of the best elements of those and mix it with the old school gameplay of asteroids.
This is pure score attack, so no shops, no missions and no real strategies as such, just power-ups and shooting. Lots of shooting.
Enjoy the destruction.
< Big thanks to RWombat and VanquisH for flagging up some issues which I've tried to tackle in updates, and thanks again to everyone who's taken the time to review / vote on the game >.
is this the first comment in over 2 years?HOLY S**T
Possibly my favorite Flash remake of asteroids. The graphics, the sounds, and the gameplay are all a new experience in the asteroids world.
Thank you so much mate. I'm glad I just popped by now :)
Man... the game is great but the autopause makes it almost unplayabe
Enough people have said about the auto-pause, so I've cracked and decided that a 100 people hating it outweighs me thinking it was a handy feature, so gone in v1.2
Thanks for the feedback mate.
This game is fun times.
Fun times were had. Fun times.
Found some faults as well as some entertainment...
The controls were very responsive, the graphic detail was taken to heart, the music definitely added to the atmosphere and the enemy AI was rather impressive.
Now comes the serious stuff.
Very understandable why power ups occur on a rare basis, but at times it felt a bit too rare. Rather than to have power ups change as their shot, perhaps having them change per second or spawn different power ups is a lot easier then being attacks by multiple enemies and trying to hold them off to grab the next 'P' upgrade and accidently switching it to 'M'. Also, noticed the power up weapons get weaker when you die and begin a next life.
The only other problem i could find was with the random positioning of the enemy spawns. Not sure if i took damage from it or not but being rammed by a spawned enemy does throw off the game play a bit.
Beyond this, i see nothing else wrong with this game.
Thanks for the great review.
As to power-ups, one is triggered after every 5 waves of Flockers are killed, which around levels 8+ is quite often.
Selecting the power-up you want is a tricky thing. I opted for doing it that way as it means you can't always go in guns blazing as you'll end up getting a different power-up than you actually want. Wrapping around the screen so the baddies follow you helps, then you can nip back and grab it.
Yep when you die all your power-ups drop 1 level, so if they were only on level 1 then you lose it.
As to the baddies appearing, to cover yours and szym's point, you don't lose any energy if they teleport on you. They die, and you flash to show that the shield is up. I realise now that's not an obvious enough thing.
What’s inside this box? A lot of puzzles! Can you solve all 30?
Use the mouse to navigate menus and to queue and cancel robot actions.
Made for the Adventure Jam 2016!
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