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Uploaded
Feb 19, 2010 | 12:41 AM EST
  • Daily Feature February 20, 2010
  • Weekly 4th Place February 24, 2010

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100_kills 5 Points Reach 100 kills.
20_coins 5 Points Collect 20 coins.
25_diamonds 10 Points Collect 25 diamonds.
25_greens 10 Points Collect 25 greens.
500_coins 10 Points Collect 500 coins.
500_diamonds 10 Points Collect 500 diamonds.
50_blues 10 Points Collect 50 blues.
multiplier_x50 10 Points Get a x50 multiplier.
1000_kills 25 Points Achieve 1000 kills.
2500_kills 25 Points Achieve 2500 kills.
250_blues 25 Points Collect 250 blues.
multiplier_x100 25 Points Get a x100 multiplier.
1000_diamonds 50 Points Collect 1000 diamonds.
2500_coins 50 Points Collect 2500 coins.
multiplier_x150 50 Points Get an x150 multiplier.
game_completed 100 Points Complete the game!

Author Comments

Those evil aliens are at it again, invading our little corner of the galaxy once more, trying to conquer the Earth, enslave all mankind and in a word, whatnot.
Will they never learn that here on Earth we have an endless supply of fighter jocks with the right stuff to trash their entire armada from a single man spacecraft?
Oh well, I suppose you'd better get out there and show them who's the boss...

Move with the mouse or WASD or arrow keys.
Your guns fire automatically.
Activate your shockwave using the mouse button or M or Z keys.
Pause with the SPACE bar.

Obliterate enemy alien spaceships as they attack in ever greater numbers.
Use your shockwave to disintegrate enemy photon bullets, block their laser beams and inflict more damage on their spaceships.
You can't reuse your shockwave until the blue power bar in the bottom right corner replenishes.

Collect bonuses ejected from dying ships:
coins - $10 + 5 poins
diamonds - $100 + 25 points
blue - 100 points
green - 500 points
orange - increment score multiplier

Your score multiplier applies to all points awarded for destroying enemies and collecing bonuses up until the end of the level.
Spend accumulated money buying upgrades between levels.

Reviews


leatherface12leatherface12

Rated 4.5 / 5 stars

cool game



KasumstreakKasumstreak

Rated 5 / 5 stars

Great game. Love the upgrading system. Good job ^-^



Thisguy1234Thisguy1234

Rated 5 / 5 stars

@vibe13, the shockwave does word as a force field. It stops the bullets from getting you.
(comment from @funbot101)


Vibe13 responds:

yup thats what it's supposed to do :)
....it also damages enemies as well.

I really like those kind of area effect weapons and defences.


funbot101funbot101

Rated 4.5 / 5 stars

did you know the SHOCKWAVE acts as a force field


Vibe13 responds:

I'm not sure what you mean - all enemies caught in the shockwave will jitter about a bit, is that what your talking about?....

....I've written other games with similar fx which apply a repulsive force to the enemies, however as far as I can remember I didn't do that in this one (back then I still had to figure out how to optimise the code to reduce the potential set of enemies caught within the field otherwise the performance hit was gonna be too much).


MellaniumMellanium

Rated 2.5 / 5 stars

It was a decent game in all but it was incredibly easy and did not have the same bullet hell feeling like the rest do.
The base of the ship that you have to dodge with was way too big compared to the size of the screen. Later on at some point dodging isn't even an option,it just becomes "How many bullets can I take" and " How fast can I kill these enemies/bosses". For the upgrades you should have implented some sort of limit because once you get everything,which you will, it becomes near impossible to lose even just by standing in 1 spot.
The game might not be like other bullet hells but it just became way too easy in the end and became sort of a mess,I am sure you worked hard on this game but in my opinion it could have been much better than it is now.


Vibe13 responds:

yeah that's valid criticism: when I wrote this game I'd only just discovered bullet-hell games and I didn't really understand how they work. Even now a couple of years later I'm only just starting to catch on about things like the need for a tiny hit-box (yeah I can be _really_ slow at times)....I'll have another go at it soon and see if I can get the balance better.