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rated 2.62 / 5 stars
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Action - Shooter - Multidirectional

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Credits & Info

Apr 4, 2014 | 6:41 AM EDT

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Author Comments

Simple asteroid game made when learning how to make games.

Arrow keys to move
Space bar to shoot



Rated 1.5 / 5 stars

This is like every other asteroid clone, it's just not very creative and it should have had power ups, or medals to make it more creative.

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Falkor responds:

It was a quick game made to aid my learning a new coding language, I know its not great and nothing new there are many things i would do different now i am better at coding GML.

Thank you for trying and commenting


Rated 3.5 / 5 stars

where can I find this background?

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Falkor responds:

The game background ? if you pm me i will send you it.


Rated 2 / 5 stars

Very generic shooting game. Nothing new or interesting at all.

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Rated 2 / 5 stars

Huh. There are 3 ways in which the - atari 2600 version - is superior.

1. When your ship is destroyed, in the original, it waits until the respawn area (the center of the screen for me, since I would never move) is CLEAR with a MARGIN OF SAFETY before respawning your ship. This, however, makes your ship come back a fraction of a second after it is destroyed, whether it is safe or not. The purpose of this is so that you aren't put in a completely undefensible position right from the respawn and therefore get forced into losing multiple lives just because there was nothing you could do. In short, the next life shouldn't start out completely doomed in the first moment. In THIS version however, you pay this necessity no regard.

2. I prefer the original in that you shoot the big hulks of asteroids and then they break into smaller ones, generally 2, and then you shoot them and they break into smaller ones still. In this version, they just break from 1 hulk into 4 little ones apparently without exception.

3. There were multiple "skill level" settings in the original. It would allow you to fine tune the rules of the game, so that if you break up the big asteroids, the smaller pieces may continue largely in the same direction, or may completely start up with crazy trajectories. That was the most important option. It would make it so that there was strategy involved, you don't just shoot anything, you take out the big rocks and then you take out the little ones because they'll be going in crazy and dangerous trajectories, and try to not hit any other big rocks until you've taken care of all the pieces. Shoot shoot shoot shoot shoot. 5 shots, to take one out from the big to the tiniest. It would be a precision test for me, seeing how perfectly I could let off 5 shots in rapid succession and take out a big rock from start to finish. The specific rules I recall were that there can be 2 active bullets - that is, you can shoot again as long as 0 or 1 of your bullets is still going out. Which means you can shoot much faster at something nearer. Not realistic, but I liked it. It made for a more interesting game, where the power to have the control was greater, if you were good enough. No such element in this version.

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Falkor responds:

Thank you for trying it, and taking the time to comment in such detail.