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Reviews for "It Came From Outer Space"

It's probably a great game, but uh, what are the controls for a keyboard?

RaveRadbury responds:

The default keys are d, f, and space, along with arrow keys. This is detailed in the Director's Note. We had a graphic that displayed the first time you played every session, but this was rendered useless in the most recent update, which allows you to set up your own control scheme.

Nice game, though if I can comment on something, and frankly this may be nitpicking, I'd like to be able to skip the result screens, as in instead of having to sit there waiting for the game to count up all the bullets/time/ufo/shot/etc you can just skip ahead of it completely to start a new game quickly.

RaveRadbury responds:

This is something I'm looking into fixing in the next update.

Thanks for sharing your thoughts!

Ok, this is great: graphics are good, sound is good, the controls are responsive.
The biggest problem I see with this game, is a very small game field-I just couldn't
find a position where I don't hit a bullet (from the very start).

You know, a good game design puts the effort on making people play for like 10 minutes before it gets to the challenge. It's not about being old-school, it's about player feeling of fulfillment.
If the player feels like his effort was rewarded appropriately
Here I was thrown in like 10 seconds onto the challenge, and got instantly killed with no reward but a freaking die-screen. On the first level/first something.

Also, you know, this game is for PC right now, and I'd be great if you told me at the beginning:
SPACE TO JUMP, CTRL TO KILL ALIENZ, ESC TO GO BOOM or something, because i was like rolling my fingers all over the keyboard to realize what the controls are. As a player, I wasn't prepared to look for that info. I just wanted to kick ass and chew bubble gum, and I was all out of gum.

If you want a good example of great game design, classic Super Mario Brothers does it-yes, you can die on the first level, but at least it explains without use of words the mechanics, and the player feels great after finishing the level because you occupy a freaking castle, or beat a dragon. What could be better? :D

So, please: experiment a bit with the game design. You guys are already on the path to do something exceptional, you just need the practice to do it.

I think this is a great game, if you released a version an extended version for sale, I would buy it.

RaveRadbury responds:

Thank you for sharing your thoughts! This is something that we are actively considering!

Not too bad of a game. Lack of autofire is tedious, would play more like the run n' gun it means to be if it had it. I saw somebody else's comment for the same, and I have to admit, I don't see how adding an autofire where you press a button for continuous fire would make you unable to hide. Aside from that, it's a blast! I do have to ask, where can I get that intro song? Mr. Beckstrom's soundcloud page doesn't seem to have it, and a google and youtube search have so far proved fruitless.

RaveRadbury responds:

I'm glad to hear you enjoyed it.

The decision to not have autofire was partly a style choice, the number of pistol shots you can have on screen is limited like Mega Man, and Metal Slug doesn't have autofire either. Contra does though. It's also an attempt to reduce busy-ness and keep the screen clear(er).

The biggest reason is because the gun is meant to be used as a burst fire weapon and not as something that needs to constantly be firing at a set pace. The 3 bullet limit can actually be circumvented by reducing the distance between you and your target. This rewards riskier gameplay and therefore the intensity of the player experience.

Lane actually made the intro track specifically for IPCFOS. I'll see about having him host it somewhere.