why tf are the reviews for this so damn long its a bad game made in a few hours at best stop typing paragraphs losers
Credit to https://www.FesliyanStudios.com for the main menu music
NES Boss by Twin Musicom (twinmusicom.org)
SHOOT STUFF!!!!! is a simple game where you move your ship around, shoot other ships, and collect extra health power ups.
Keep in mind this is my first game so it's not that great.
Controls:
Left/Right arrows: Turn
Up/Down arrows: Move forward/backward
Space: Shoot
why tf are the reviews for this so damn long its a bad game made in a few hours at best stop typing paragraphs losers
I love a classic shoot 'em up. While this game is a basic shoot 'em up style game, there are issues and a lot of room for improvement.
These are the bugs that I've encountered while playing:
- Lag/Performance - Going to far in one direction causes the game to lag a lot, enemies also stop spawning when you go too far. To combat this issue, it would be nice to set a boundary to keep the player within the play area. Usually you can use invisible walls but I think it would be nice to use something like an asteroid belt to have a visual barrier that would thematically fit in the game.
- Score Doesn't Reset - Playing again doesn't seem to reset the score to zero. Tested this by killing enemies and got a score of 600 in the first game, then died without killing any enemy in the second game. Score was still the same. Also it seems to be cumulative. I only killed one enemy in my third game and my score was 700. So it just keeps adding up instead of resetting per game.
- Enemy Spawning - There seems to be instances where enemies can spawn on top of the player, which is obviously not fair. I think it would be better to implement an area around the player where enemies can't spawn on top or too close to the player.
I also have some suggestions that I think would help improve gameplay if you plan on updating this:
- Hold to Shoot - I think this simple change is nice since repeatedly pressing the spacebar is just tedious if the attack will always be the same. If there were different weapons, then you can probably implement it in a way that you can hold to shoot on rapid firing weapons and press to fire on more powerful, slow shooting weapons.
Enemy Variation - Enemies that have a different moving pattern, obstacles like asteroids that move across the screen, enemies that shoot, there many types of enemies that you can add to this game.
Gameplay Changes - Simple things like upgrades and power ups can add a lot to this game. Also it would be nice to add invincibility frames after the player gets hit.
Edit: lol, yeah @RubyRiderReal that is pretty funny. But in all seriousness, I do want to see up and coming developers improve, which is why I write these long-ass reviews detailing bugs and giving suggestions no matter what their game is.
Bullets don't contrast well against the background. As aiming is not easy, I would aim then spam shoot to ensure a bullet hits.
Player movement & turing is good enough to get away from ships quickly, but weaving between them usually results in taking damage. Turning while stationary sometimes has different speeds which was odd. After leading multiple ships, then shooting in a narrow range while stationary can cut down ships quickly in relief.
Escaping can turn into searching for power ups, but as the area becomes busy that usually results in taking damage to collect them.
Ship spawn frequency is high enough that it is better to escape an area than to shoot them all. Some ships spawn too close to the player, giving little time to react. It would be better if there were a larger limit to how close a ship can spawn to the player.
Power up spawn infrequency and sparsity is good as it seems like a decent challenge to collect them while avoiding ships.
It was good to know how much HP was reamining after gradually taking damage. When taking lots of damage back to back it can be confusing to keep track of how much HP was lost. I think I would be more aware of my mistakes if the HP would flash or grow to indicate the instant of lost HP. I thought the HP balancing was decent, by losing 1/2 HP from damage & gaining 1 HP from a power up.
The shake effect on damaged player is nice, but difficult to see when moving. I would have liked the effect to be more intense. The shrink effect on particle from defeated ship is good to indicate a successful shot, which can also notify the user to handle the next ship. I would have liked to see a particle from defeated player. The pulse effect on power ups is good to indicate a point of interest. I thought the variation of animate effects from shaking player, shrinking particles & pulsing power ups is good attention to detail.
I thought the endless scrolling background effect was cool as I always wanted to make one.
The sudden cut from Play to Game Over can give an immediate sense to relax from the keyboard, after being overwhelmed by ships. The score is good to have. I found it a bit arbitrary to not know if I did well or not. The Play Again button is a good way to get back into the game quickly.
Performance of the game seemed to slow down when traveling far, then speed up when defeating lots of ships. Perhaps minimize the processing for far ships by deactivating their hitbox or despawn them.
Object sounds would have been preferred, atleast for power ups as they are a highlight for the player to interact with. Good music choice.