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Uploaded
Mar 24, 2012 | 4:37 PM EDT
  • Daily 5th Place March 26, 2012

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Author Comments

THIS GAME IS LESS THAN 12 MINUTES CAPS-LOCK. It IS a demo, so there's a few issues unresolved, but I'm working to fix them as I get feedback!
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--edit 2-- HOLY SH*T! Front page! Whoooo!! Thanks Tom and thanks Newgrounds! And yes, I'm looking at all your comments, really appreciate the feedback. :D
--edit-- tweaked some balance issues, upped the framerate.
CRU is a side scrolling shooter/exploration game. This is a SHORT ASS DEMO, which means I can only show a bit of the exploration, the bulk of the demo is the shoot-em-up section.

Controls: (once you get to the shooting part!)
_----==** Z: shoot X: shield C: charge beam **==----_
The beam gauge charges when you kill an enemy; If you slaughter them like the beast you are, you'll charge it up, dude.

ANYWAYS have fun ng!

Reviews


PoniiboiPoniiboi

Rated 5 / 5 stars

I'm looking forward to this.



DirakseaDiraksea

Rated 3.5 / 5 stars

Nice sketch of a game... Just a few things: you should put some natural and automatic animation at the ship while it flyes, so it would not look so static. The switch between the gameplay keyboardcontrolled and mousecontrolled is a little awkward, you should check that. Finally, and I dont know if this is gonna change all the dinamic in/of the game but, I believe an upgrade panel (where you can improve weapon, shield, healt and others, expending score or money you earn along the levels) would add some spice.

Anyway, well done.



somarvielsomarviel

Rated 4.5 / 5 stars

The art is cool. Art game? Because there are no sounds for the shots or bullets when getting into the enemies. Maybe is my computer but at sometimes the game gets really slow. The lives of the ship what does it mean? Just a Marble? I know it's a demo, but at least you can put a little of history. I really liked but the one thing i didn't like it was that every illustration was bicolored



Dragonsoul0Dragonsoul0

Rated 5 / 5 stars

This is just a demo?!? Wow. The artwork is just beautiful, quite different from the norm, especially late in on the shooter section. I'd love to see more of the exploration section, I'd love to see that turned into some quality platforming. As for the shooting section, you might want to include more enemies and shooting. It was too easy to find areas where the enemy simply didn't go most of the time. Loved the boss, that was the strangest boss fight I've seen in a long time, and that's saying something.



KajenxKajenx

Rated 2 / 5 stars

I was enthralled by it until it turned into a shooter. I think you'd be much better off doing a platformer. The shooter part didn't hold me for very long. Since it's just a demo I don't really know what rating to give it, but if it was a full fledged game I probably would have just skipped commenting or rating since I closed it right after the gameplay started.

If you're going to stick with the shooter, it's generally a bad idea to limit the ammo the way you are. I tried that on my first shooter, too, and in testing no one understood why the gun suddenly didn't work. ("The gun is glitchy, it just stops working randomly...") You'd be better off doing limited ammo on a secondary weapon, or making the game more tactically oriented - rather than action oriented - and limiting the number of shots. Right now you're kind of in an awkward middle area.

Also in a shooter like this, you should focus on how you want the player to play the game. Are they supposed to hit every enemy, or is it just a clusterfuck that you have to dodge through and the weapon is more of a shield. Here, too, you're in an awkward middle area. If you're supposed to hit every enemy, you should have a money/score system that rewards you for each hit and links to upgrades that make it easier to kill more enemies. If it's a clusterfuck, then you need tons of enemies or bullets moving in predictable patterns so the game becomes about dodging and sniping whatever is in your way. Rewards should be given in this option for distance traveled, where hitting checkpoints is tied to an upgrade system that makes dodging easier. There could be other play-style options too, it's just important to think about what exactly you want the player to do.

Lastly, protip on using bitmaps in flash: Either turn on smoothing (Library Properties -> Allow Smoothing) or make sure your bitmap is always on a pixel and not halfway between. I just use Math.Round() to snap it to the nearest pixel. That'll get rid of all the funny jumping around and image tearing. Smoothing eats up CPU and snapping it to the nearest pixel won't move as smoothly when it's going slow, so you usually have to decide which tradeoff you want.


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LordDF responds:

Awesome review! Thanks for the protips man.