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first_bug 5 Points

kill one of the insectoid mini-bosses

lazarus_horde 5 Points

stockpile 5 extra lives

star_dude 5 Points

collect 250 bonus stars

bug_hunter 10 Points

kill 25 of the insectoid mini-bosses

cosmic_bling 10 Points

collect 100 diamonds

pixel_haze 10 Points

kill 20 enemies in under 3 seconds

superstitious_multiplier 10 Points

accumulate a x13 score multiplier

comeback_king 25 Points

replenish full health after dropping to 2/3

squadron_slaughter 25 Points

annihilate 50 enemy squads on a single level

endless_shield 50 Points

maintain shields for 13 seconds

humungous_multiplier 50 Points

accumulate a x100 score multiplier

squadzilla 50 Points

score 1,000,000 points in squad bonuses

Author Comments

Those evil aliens sure are dumb.

They learned nothing from the humiliation of defeat at the battle of Starmageddon and continue to foolishly believe they can beat us. Here they come again intent on enslaving mankind, molesting our livestock and just generally being downright rude.

We're not gonna stand for that.
You know what to do soldier - give 'em hell...
Shoot stuff. Collect stuff ejected from the stuff you just shot.

Move your ship using either the mouse or the arrow or WASD keys. Your guns fire automatically. Activate your repulsion-wave with the left mouse-button or X or M key. The repulser functions defensively by destroying all enemy bullets it touches and blocking enemy beam weapons.
It also has an offensive function, inflicting damage on all enemies in range. An upgraded repulser can be an effective means of quickly annihilating large groups of closely packed enemies.

Dying enemies eject treasure worth money you can spend in the shop on upgrades, stars for extra points and power-ups which replenish health, increase lives, increase score-multiplier or activate shields.

Annihilate all enemies in a formation to gain a squad-bonus worth extra points.

Enemies armed with beam-weapons unleash a shockwave when they explode, similar in effect to your repulser, this can be helpful when fighting hordes of enemies.

...This is the sequel to my previous game "Starmageddon".
I'm not sure if I've managed to improve on the original, I've made a lot of incremental changes which I _hope_ are improvements. One thing I'm definitely pleased with is the addition of "squad bonuses" awarded for annihilating entire enemy formations: Whenever I play these sort of games I always get a kind of OCD satisfaction from being so thorough and I wanted the game to acknowledge that sense of achievement.

BUG FIX: sfx mute should be working now


Oh hi! It's good to see you again, anyways, I tried the game and here's my review.

It has a few improvements, one of which that does appeal to my OCD side, others slightly less noticeable, I liked the bullet hell themes you gave to the bosses, but without actual bullet hell (thank god). Also I think you're getting better as time goes by.

One final request - Madness submission? Kthxbai



Your friendly (and insane) reviewer, Cafaling

Vibe13 responds:

thanks for the review dude.

I might be being a bit slow here but I'm not exactly sure what you're requesting with "Madness submission"?

Really awesome! I love how the pixel shades and flies back away from the direction an exploding ship got hit, it really makes a ton of 'noise' on the screen and makes an already hectic game area more colorful. The enemies get more challenging on a pretty well-balanced scale, and the upgrade system is awesome. The only two things I find at fault with this game is the slightly slowed acceleration on the keyboard input makes changing direction a bit of a trick to learn, and you ought to have included a "continue" feature. Nothing makes a game less enjoyable than putting a bunch of time and effort into upgrades only to have the game end and then having to go back and purchase them all again. I think all games are worth one playthrough. Make that playthrough end at a "game over" screen, and that's the end of the game. Last time it gets played. Extend the playthrough value with a "continue" option, and it'll get played through to the end of the last level and achievements. Definitely something you should program in if you keep working on this project. Keep up the awesome work!

Vibe13 responds:

your absolutely right about the 'continue option', and I knew it even before I released it - the only reason I didn't do it like that was laziness...I really should have, and I'll definitely do it that way next time.

Really fun arcade game to cure some afternoon boredom. The only problem I had with it, personally, is that I'm colour-blind, and it was somewhat difficult to differentiate between incoming attacks and incoming treasure; then again, that's really just me.

Vibe13 responds:

yeah it can be hard to distinguish treasure from enemy bullets at times and it's something I really need to think about for future versions. I would like to make stronger magnetism upgrades 'cuz it was fun in my early prototypes being able to suck in tons of treasure really fast from way across the screen, only that really did look like it was attacking you!

Good game, I like it. The only thing I think needs to be improved is the game performance. When killing an enemy, the animation causes lag which definitely affects peoples overall experience. Great job though.

People find this review helpful!
Vibe13 responds:

yeah I was worried about lag issues. I put a lot of effort into optimisations to reduce the problem (you shoulda seen how laggy it was before), but in the end there's just a lot of fx going on. Maybe I coulda reduced the fx a bit, but I really wanted to make it a bit over the top.

Best game around here!

Vibe13 responds:

thanks for the support!

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Credits & Info

4.02 / 5.00

Mar 25, 2012
10:22 AM EDT
Action - Shooter - Vertical Flight