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rated 4.02 / 5 stars
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Action - Shooter - Vertical Flight

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Credits & Info

Mar 25, 2012 | 10:22 AM EDT

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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



Rated 4 / 5 stars

The game is nice but I do feel like I live in Somalia. How can I dodge that much bullets.

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Vibe13 responds:

man I'm a bit slow today - it took me a while to figure out what your reference to Somalia meant!

I think I could have done a lot better with some of the bullet patterns - making it more obvious how to dodge through them - that's something I'd really like to get right in the installment.


Rated 4 / 5 stars

Quite good installment in fly'n'shoot types of games. But still can use some improvements.
1) Diversity in upgrades. It exists per se but at the same time there is none gameplay-wise. Not only prices force you to basically buy them "in bundles", not allowing to focus on something decently. There is no meaning in choosing whatsoever. What I felt was not the choice what to upgrade but more like existence of "right logic" and "wrong logic" of buying. Right one being "buy every gun the start upgrading them all", the wrong one being "focus on upgrading anything other than everything". Basically, there is no choice. Now, a good example of what I am thinking would be Jets'n'Guns or Tyrian 2000 (second one being classic). There you have a choice of weapons. There is a point in upgrading one gun while neglecting other, but upgrading everything slightly is still viable.
2) Bonuses. Yeah, they break the game so badly, that I am giving them independent section. They are way unbalanced and too random. Let's start with the balance. Additional lives falling as often as weapons in other games? Impenetrable AND long lasting shield? What it basically means, is that if I get this shield - I will survive current wave in any case. And even more, let's add randomness. I can basically have unlimited shield as long as the game feels like it. I get the first shield, I fly dead center in tough enemies OR in cloud of smaller enemies. Chances are, I will find one or two lives and/or another shield before my current expires. At some cases game literally broke, when I flew 2/3 of stage with shield AND dealt to boss an insane amount of early damage because I flew inside it while my shield lasted. There is an opposite side of the medal however. In many cases I simply had no way to beat a level. Just because suddenly game didn't feel like giving me anything in tough situation. This unbalanced feature basically reduced what is supposed to be pure skill bullet hell in complete and utter randomness. While early levels don't demonstrate this flaw that obviously, whether I beat the latter levels or not mostly depended on my luck rather than my skills. What I would suggest is either have dedicated enemies, which drop bonuses with a good chance, so player can actually choose whether he wants to risk getting this bonus or not. And it would let the player expect bonus drop, not see it for one millisecond after explosion effect wears off and there is indeed bonus, but already near the lower border of the screen. You can also take note from games like "Gradius", in which bonus drops (among other things) from the last enemy of the wing, if you manage to obliterate it completely. At the same time you should tone down effectiveness of the bonuses, or make them relatively scarce and available only during the toughest waves of enemies.
3) Bullet hell as it is. You ALMOST nailed it. At some cases I was pleasantly surprised that I could actually see where I should go to evade all bullets, in the nick of time. Unfortunately, there are way too many times when you are forced to memorize level rather than to display skills. More often than not I find myself forced in what seems to be safe spot just to be greeted by new wave of enemies in the next second, shooting in this very spot if not spawning near it. Again this adds randomness and necessity to memorize, which derives from pure skill needed in such games.
4) Bosses. One of the most important things in such games. They are too plain and too simple in this one. In each and every level getting to the boss was an incomparably more difficult goal than defeating them. Not only that, but they reuse patterns of previous bosses way too often. It is a good idea to have such element in final boss (which would use all previous patterns, but make them harder, yet again testing your skills). But not to such extent. Additionally, it would seem that changes between patterns in boss battles are dependant on time not their missing health. Again, not a bad idea for some battles, but not every battle.
I have more to say... but limit...

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Vibe13 responds:

thanks for the in-depth analysis!

I think you're pretty spot on with all your ciriticisms - I'll paste your post into my todo-list for the next version!


Rated 4 / 5 stars

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!


Rated 4 / 5 stars

A good game and nice shop system but it gets a bit samey after level 12 and the effects are seriousely power consuming.

Vibe13 responds:

yeah the enemy patterns do get a bit repetitive towards the end....the engine is capable of a lot more variety, but it was a bit fiddly to use - I think next time around I need to make myself an "enemy pattern editor" to take some of the stress out of level design.


Rated 4 / 5 stars

I'm normally awful at these sorta games, dodging 20billion bullets etc. but this one was nice for me. Couple of minor things, the hitbox on my ship seemed.... unreliable. I seemed to get hit by bullets another ship-width to the side of me sometimes. And although the music was good, it constantly saying "level one" really got on my nerves.

Vibe13 responds:

I know what your talking about with the collision detection. The funny thing is that it's actually very accurate on a per-frame basis, however you can move very far each frame, so when you've been hit and then you immediately jump to the side you're left with particles indicating a collision apparently in open-space....that's not to say you're criticism isn't valid 'cuz it's something which has been bothering me.

Sorry about the "level one" robo-lyrics - that was stupid of me! When I first heard the music I thought "that will sound cool when you're playing the first level!", but I didn't think "yeah but it'll sound really stupid on every other level" the time I noticed it I was snowed under with coding and I didn't want to go back and change the music.