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Azul Baronis

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A few people have been getting confused, but the afterburner only works when the yellow bar is charged, and it drops to zero if you shoot or get shot (to avoid ruining the 4th point in the list below)
Also, if you want to start in a destroyer, press 'End' to self-destruct in your fighter.

Okay, so the initial game concept was basically like this:

- Huge space battles (with several distinct forces)
- Intelligent AI
- Allied ships
- Giving the player no significant advantage other than their playing skill

As far as we’re concerned we accomplished all of that, and in doing so we’ve made something that feels quite unique to play. Now we’re just hoping that you folks agree =]

And to any webhosts who read this, you are all welcome to host this game on your sites, so long as you dont attempt to claim ownership of the game or change it in any way, and you make sure that you display it correctly x.x (500x500).


What a... mix of crap and gooding!

Good and craping, what a strange game!

cool game

great idea and mechanics of the game but if the screen captured more space and action it would be a awesome game, but since i cant see much space around my ship it was frustrating. for example if i chase an enemy ship and it goes somewhere out of my view i just loose him. if you ever make a sequel it would be nice to have more view


the music, fighters, destroyers, and testudons are awesome! but the mothership and the difficulty, lol that wack! im sory but im giving u a 4. but it waz helpful in my patience anyway.

Great concept, poorly implemented

The idea of hundreds of equally-powerful (or weak) spaceships fighting each other is great! This game truely relies on the player's skills instead of the size of their guns. The action was very fast-paced. The control setup was simple and easy to learn. The graphics were great, and the explosions were just cool.

However, the battle setups seemed like they were completely random, and often heavilly weighted in the enemy's favor. I dont give a crap how skilled you are...a fleet of 24 Fighters DOESNT STAND A FREAKING CHANCE against a combined enemy fleet of 36 Fighters, 4 Destroyers, and a Testudon!!! Even if you are skilled enough to evade enemy fire, the rest of your fleet most definitely is not, often being shredded through before the first minute of the fight is even over. This leaves you as the sole survivor left to take down the remaining dozen Fighters and a couple of Destroyers (and sometimes, if you're unlucky enough, a Testudon).

There is also no save system or progression system in this game. If your fleet gets wiped out, thats it... You have to start all over again.

This game needs several things to make it more enjoyable. The biggest change would need to be the doing away with the completely unfair randomness of the battle generator. A random generator is fine, but at least have it generate battle scenarios that are actually doable, creating a certain number of friendly and enemy ships that somewhat balance out. Adding difficulty levels would help this out a lot, with harder difficulty levels creating battles with more enemy ships with smarter AI and rewarding more points than the easier levels.

Adding the ability to quickly issue commands would also be advisable. As the leader, you should be able to issue simple commands like "Cover me", "Protect Destroyer", "Attack Testudon", "Spread out", etc... These could potentially lead to an increase in the strategic side of the game, with the ability to potentially lure enemy Fighters away from the more powerful ships and into traps.

Also, instead of forcing you to restart the entire game after your fleet is lost, you should make it so that you only restart the level you were defeated on, but have a limited number of retries available (possibly gaining more retries after gaining a certain amount of points).

Also, the constant kill-all-enemies situations, as fun as they may be, can be a bit monotonous. Adding various objectives to the battles can mix things up a bit...like having your only goal for the level to destroy the enemy Testudon, forcing the enemy Fighters to retreat or surrender automatically...or simply surviving for a given amount of time.

Just a few friendly suggestions. Hope you take them in to account if you make a sequel...

Lots of people find this review helpful!

Control Could be better

Good idea though

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Credits & Info

4.24 / 5.00

May 21, 2007
8:44 AM EDT
Action - Shooter - Multidirectional