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SUPERSLAP2444

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D.FISH. 5 Points

"Seems like he was pretty... Dope fish!"

Phaethon 10 Points

"Seems like he needed to cool off!"

Rattlebones 10 Points

"Man, that guy needed to grow a spine!"

Ringo 10 Points

"I'm not doing that."

THE BOSS 25 Points

"That guy sure was a handful."

50 Lives 50 Continues Completion. 5 Points

you see the 50 lives is in reference to how in konami games they would include a cheat code where when inputting it would give the player powerups or lives, in the case of contra on the nes it gives you 50 lives, hence the difficulty's namesake.

Normal Completion! 25 Points

You beat the game!!!

1CC CLEAR!! 50 Points

Real arcade skill on display here.

NOHIT GOD GAMER!!! 100 Points

NO HITS! NO HITS!! EPIC WIN!!!

Author Comments

SLAP YELLOW BULLETS TO DAMAGE YOUR ENEMIES!

IF THE WEB BUILD IS LAGGING FOR YOU JUST DOWNLOAD IT ON ITCH IT RUNS BETTER


CONTROLS:

Z TO SLAP

X TO SKIP CUTSCENES

C TO BOMB

ARROW KEYS TO MOVE

ESC TO PAUSE


DESCRIPTION:

You play as Brycon, the meanest, greenest, most retired mercenary in the galaxy on a trek for revenge. Slap, dodge and bomb your way to get back what he rightfully owns.


CREDITS:

SHROOMIUS - CODE, ART, SOME SFX, VOICE OF BRYCON & RATTLEBONES


ROBOPHOBIA - MUSIC (Used with permission)


VIRIX - PROVIDED UI & SFX PACK FOR A DECENT AMOUNT OF THE SOUNDS


My buddy Mel - THE COOL ASS ART FOR THE ITCH ICON, THE END SCREEN, and voices of DFISH & THE BOSS


My buddy Maxwell - VOICE OF PHAETHON & Made the elfbar model for that one joke


My buddy Sofie - VOICE OF RINGO


MADE FOR BOSSJAM2024


Itch Version


My nohit run: https://youtu.be/Zbw-9V-nKWI

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little tough, but might be a skill issue on my part, i enjoyed it

Whoa, this boss-rush SHMUP was pretty dang cool! Not only does the game have a great set of challenging bosses to defeat with a very unique 'reflection' slap mechanic, but the game is also very charmingly goofy and bursting with energy with a lot of wacky dialogue, crunchy sound, doodle-y art, and over-the-top animations. Even though it throws you straight in and can be a bit confusing and the difficulty can be a bit wack with some later bosses being easier than early bosses, I really enjoyed myself, and liked how the bosses pushed the mechanic in interesting ways, like how the second boss needs you to be more aggressive in your reflections so as to hit him before he dodges away.

Having said that, while the very goofy art is its appeal, it can certainly be a bit too much at times in creating visual noise that leads to unfair, cheap deaths. For example, when you block a hail of bullets, it's very easy to lose track of some stragglers because they get hidden by the 'pow' effects. Furthermore, I was dying for the game to include some quality-of-life mechanics like an auto-fire to save my hands from having to mash the fire button, as well as a button to hold down to move more slowly to dodge these tight bullet spreads. I also kept getting caught off-guard by how little respawn invincibility there is.

Needs a pause and a mute

Shroomius responds:

You can press escape to pause, forgot to put that in the description, my bad.

needs a button to slow down your movement. otherwise great game.

game's fair, though it takes a bit to get used to the mechanics:
the "slap" attack, which is this game's quirk (reflects orange projectiles and deal damage on contact), and your bombs being tied to each stage instead of your life (you don't get 3 bombs per life, but each boss stage starts you with 3 bombs).
this is relevant for 1-hit mode, where you're free to use all 3 bombs whenever since they'll be "refilled" on the next stage; but it also means any additional unused bomb won't carry over.

there are some things that did somewhat take away from the experience that i'd like to see addressed:
- X and C should be reversed. i'd like my panic button next to my regular shoot button, and i don't see a reason why the button to skip dialogue should be between them.

- the boss hp bar doesn't actually tell you how much health the bosses have: sometimes i'd deplete it completely, but the boss would still not die until it got hit some more.
i can't tell what causes this, as it's not related to "keeping your combo going", nor the time left. the amount of time it gets extended also differs between each boss, so i can only assume it's related to each of them having more (different amounts of) health that isn't properly shown.

EDIT: it seems the last hit HAS to be a reflected bullet. if you're dealing damage with your slap as the boss is being hit by a reflected bullet, it may also cancel the death animation. basically you need to make sure you aren't directly hitting the boss yourself for it to go down, which is a weird gameplay choice regardless.

- the color of the bullets you can and can't reflect: while it's noticeably different for most attack patterns, some of them where both types are mixed in (2nd boss specifically) make it really difficult to tell them apart. it's hard to tell what's to dodge and what you can mash through.

- invincibility on death (if it exists) needs to be slightly extended, for the purpose of repositioning. while the area around you does get cleared of bullets when you respawn, some patterns require you to be in specific positions to dodge the remaining pattern (relevant patterns are the last one for the third boss, and the second time-out spell for the final boss that forces you to strafe from opposite sides of the screen); however moving out of that circle gets you killed again almost immediately.

- the screen white-out at the end of the last pattern. you can still die while the screen's fading, meaning you need to keep dodging bullets you may not be able to see properly.
this is a minor thing, since it doesn't last long and you can bomb through that last part, but it's still somewhat unfair to the player because it assumes they either have that extra bomb for it, or maybe they think they're safe when they're not. might be annoying for anyone trying for higher dififculties.

there's the usual API timeout issue with medals, but otherwise they all seem to work.
just a heads up for whoever plans to play this later down the line

EDIT: my scuffed no-hit run after like a hundred of retries
(i panicked a lot on the last boss and kept getting myself in the worst position every time, so i ended up having to use every single bomb i had. could have been much cleaner but i really didn't want to die)
https://www.newgrounds.com/dump/item/9ba487a5082a90cf72dac86f510ed7ce

Credits & Info

Views
3,316
Faves:
18
Votes
82
Score
3.69 / 5.00

Uploaded
Feb 14, 2024
9:00 AM EST
Software
  • Godot Engine
  • Gimp
  • Fusion 360