amazing

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GORESTAR, the living planet, is on a direct course for Earth.
It's time to debut our secret weapon duo:
Ace pilot Jon Starbuckle, and his prototype starfighter, Gar-Type D.
Your mission: save humanity! Defend the Earth from the alien invaders!


Art + Sound Effects: LumpyTouch
Programming: qkjosh
Music: MelonadeM
Monday Mode battle theme: psychoangel
Gar-Type D 3D model: willkmr
Monday Mode game over music: stevedoesmusic
Additional music sampled from:
Ace Combat 3 & 5
Megaman X3
Update: Fixed resolution issues on Mac
amazing
Довольно интересная игра для тех кто знаком с вселенной ютубера LumpyTouch.
While different in some ways, the gameplay is DEFINITELY faithful to the R-Type series: The tradition of three different weapon upgrades, a chargeable super weapon, and even performing best when you can memorize the layout of the stages and the attacks of the bosses. And while the Garfield elements are the most obvious visual aspect of the game, the underlying horror of the Bydo is also present in the Gore-Types.
I haven't beaten the game yet, but it's got excellent graphics, music, sound, and overall gameplay. My only complains (thus far) are the Ravioli weapon's range and the complexity of Stage 3. Both Macaroni and Spaghetti are vastly superior weapons compared to Ravioli, and this is due to its limited range. It might be useful for hitting a few enemies tucked away into corners, but in more open areas and especially against bosses and large enemies, it's quite useless. The big blasts don't travel far enough before exploding, meaning you have to get up close to your target to deal any meaningful damage- but this puts you in an extremely difficult, nigh impossible bullet hell situation, and the negligible damage from the buckshot means you'll end up in that situation against the larger enemies anyway. You'd either have to be smart enough to predict the paths of the bullets AND both fast and precise enough to position the Gar-Type D where it won't be hit (too much), OR you have to be a Jedi or some other trained Force-sensitive native of the Star Wars universe.
i feel like revisiting both of these things would do the game IMMENSE good. Perhaps make it so that Ravioli only detonates upon contact with an enemy, object, or surface? If it turns out to be far more powerful than the other two weapons, reducing the damage output a bit should balance things out. As for Stage 3... it's a very well thought out mission, but I feel like maybe it's TOO well thought out because of its complexity. Of course, it's also possible that I just suck and haven't really mastered G-Field yet.
Which reminds me, I had ONE more quibble, but this is easily fixed: The usage instructions for the G-Field didn't seem too clear to me. I thought that I had to charge the G-Field by holding the right mouse button, just as one charges the Wave Cannon in R-Type by holding its appropriate button. I also wasn't sure what the instructions meant when they said the G-Field was charged by hitting enemies, so I thought that meant the player gathers G-Field charge by hitting enemies while the right mouse button is pressed. Perhaps a reworking of the wording and some visual instructions would be better?
I hope you at least give these points some consideration, even if you never implement them. Your game is VERY well done and manages to capture the spirit and horror of the R-Type franchise (a lot better than R-Type Final 3 seems to have done, unfortunately) while still being silly and very Garfield in nature.
I hope that, when I DO beat the game, it turns out there's some kind of silly-but-horrifying story to this, just like how there's a mind-bendingly horrifying story in R-Type.
EDIT: Oh, and I agree with Akumabear. The Gar-Type D should be equipped with ablative armor so that it doesn't take damage from contact stationary, non-enemy/non-hazard surfaces. The R-Type series ended up doing this in every game from Delta onward, and I think it was the right decision.
EDIT 2: Downloaded the game to play it in fullscreen because the mouse leaving the game area was really screwing me over. Not your fault, I just need to maintain control of the ship. Anyway, the ending was REALLY good, and the final boss definitely had a lot of the creepy R-Type-style horror undertones that I've come to expect from those games, which was awesome. There also seemed to be some unsettling implications about the nature of Gorestar, and these really became apparent during the second half of the fight. Plus, it looks like you left open the possibility of a sequel, and I hope you go for it! There are a LOT of things you could do. For example, what was the deal with the Liz fight? You could definitely explore that a lot based on what the fake Liz said during the fight. Gar-Type X going rogue also points to the Gore-Types having similar hacking abilities to the Bydo. And as for Jon's survival, well... you could do something similar to R-Type Delta with that, which takes place between the first and second games. Look into the story of that game and you'll see what I mean.
Truly a well done game and deserves all four and a half of the stars I gave it.
super cool and fun, i love your art and design but i feel like you should not take damage when you touch a wall i find it a bit frustrating when im almost there but barely touch a wall and die. but thats just me. Awesome work!!
Absolutely amazing game! But what else would you expect from LumpyTouch? Kind of wish there were more checkpoints but that might just be a skill issue on my side...