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Reviews for "It Came From Outer Space"

good game, but you seriously need to have a new keyboard idea.

RaveRadbury responds:

Thanks! A keybinding menu has been added. Check it out!

Controls are terribad, it's not a scheme used in any regular basis whatsoever and it makes you have to constantly second guess your movement. Also if you're going to keep those control schemes make it simple and add auto fire, don't sit here and make us click the fire button while trying to jump duck etc the contrast of it all makes you want to just pull hair out.

I'm not making it far due to the controls i'll kill the boss but die so i lose, another thing that might want to be changed once it's dead, it's dead you no longer take damage, because yeah...losing to the 1st boss over and over because it made some last ditch mega fire effort + environmentals killing you even though you wont does not make for a fun game.

Music wise it's a simplistic game, and the music follows suit, that's not to say it's bad in fact it compliments quite well.

Another thing having the director pop up in the corner shouting good or bad etc, might be a fun touch as you are part of a movie, as well a "CUT" at the end if you die would also add some little to the game and people do notice those kinds of things.

I'm going to keep playing but at this current moment it's a 2.5/3 out of 5 and 3 being nice really.

Got farther into the level only to die due to massive amounts of things such as UFO's and tanks that you have to pay more attention to than the boss.

Another note shooting missiles, WHY is this not a thing? Seriously I can understand bullets/energy balls but most games allow you to take out missiles which would also help the games odd key scheme.

RaveRadbury responds:

A keybinding option has just been added! I hope this clears up your control issues.

Re: auto - fire and the boss - This game is not about destroying the boss, it is about shooting an action-packed battle scene. Your goal isn't to blow everything up until nothing is left. Objects can be used for cover; auto-fire would leave you with nowhere to hide. The boss is invincible, but its behavior can be affected to increase the intensity and therefore the score.

As for the missiles, they are simply homing shots to balance out the spread and chainshot attacks. Several tools and techniques are available to you for bullet and missile management.

I hope this helps. Thank your for taking the time to share your thoughts.

What possibly possessed you to use such an awful control scheme?

Anyhow, work on your logo too, that look play listen thing was annoying as all hell. If you want to brand, well, you've already got your users bothered.

As for the game itself, well, when I could play it, it was awfully underwhelming. With bullet shooters you want to be quick, tense, this was just... slow and not all that interesting.

Really well done sprite work, though.

RaveRadbury responds:

We agonized over the control scheme for a while, and we thought this one would work best. Apparently not.

It's not a logo, we're not a brand. It was just something we did for fun and atmosphere. The audio was going for an Earthbound quirky feel. Sorry to hear that you found it annoying.

In response to the awful control scheme we've added a menu option to change the layout to whatever you want.

I don't know what to say in regards to the pacing. It sounds like your browser may have been having some trouble, you may want to try playing it in a different one. Aside from that, if you're attacking the boss, you should eventually finding the game's environment getting faster and more intense.

I hope that you can give it another try and have a much better time than you did the first time.

Thanks for taking the time to share your thoughts and provide us with feedback.

Nice, but as others have stated, the keyboard controls are a bad choice. It's an unfamiliar setup, and that it force your fingers in a weird twist.

Also, I believe that the space, d & f key inputs interfere with each other, preventing fluid control of the character. If you only play-test with a game pad, you may be unfamiliar with the coding necessary to get kbd input without one key's input signal masking the other. You badly need to look into that, as lack of fluidity is a big turn off for players, specially in a casual browser game setting.

RaveRadbury responds:

Thanks for the feedback! We've added a menu option to change the controls, I hope this improves your experience!

In regards to the physical limitations of keyboards, we spent several hours over a couple of weeks trying to puzzle out how to approach they keyboard controls. There were several suggested schemes that ran into the input signal masking issue, but we only encountered this at 4 keys and higher.

Regardless, it should no longer be an issue, as you can now play with your own custom layout.

Ugh, is there any way to turn off automatic controller detection? I want to use Joy2Key not your autodetection for my contorller. I tried to bind my keys together and the game decided to use its own rules and I basically had better control with the keyboard. Which is pretty nuts.

RaveRadbury responds:

The automatic controller detection is going through your browser. Try to disable that maybe, or you could bind all of the keys to one button that you plan to not use, and then Joy2Key everything else. I hope this helps.