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seemo

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Hi,

this version tries to balance difficulty...

 

1st stage : enemies are generated less frequently

 

2nd stage : enemies are generated less frequently, and have wider horizontal movement

 

3rd stage: enemies are generated more frequently

 

4th stage : enemies are generated less frequently, and have narrow horizontal movement

 

5th stage : like 3rd

 

6th stage : enemies are generated more frequently, and have narrow horizontal movement

 

the remaining stages are like the 5th and the 6th.

 

Simone

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Fantastic game. Original and simple concept; artistic integrity of gameplay, graphics and music; more intense than a Cave shooter; entrancing like Defender or Tempest.

WOW! Forza Simone!

 

Really hope you will also go for an extended version, this game has so much potential to become an instant cult classic with some added variety...

 

Nathan and Thomas have already given some good ideas here, I'd like to add the suggestion of a game structured into zones (similar to Tempest for instance with grids changing color every 16 levels) incl. a simple transition level after each zone to break the mood (and rest the trigger finger) .

Could look like this for example:

- zone A (insectoid enemies): levels 1-8, eight different enemies with different moving patterns, color borders changing with every new enemy.

- transition 1: dodge obstacles (fitting the mood of the next zone) a la Slot Racers, no shooting, very simple

- zone B (aquatic enemies for instance): levels 9-16, enemies (zone-fitting graphical changes) keep the same patterns but density changes.

- transition 2: as above

- zone C: as above, horizontal speed change of enemies...

etc.

To graphically distinguish the different zones (aside from the enemies shapes) one could think of differently patterned borders or a different background colour...

 

Personal Lead1k HSC: 461

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I like the widening playfield. :)

 

I still wonder about the difficulty level - I hit 509 on my first play of the newest binary:

post-6060-1170790100_thumb.png

 

I think the narrow playfield is too easy for the harder difficulty levels; it should start out at the wider setting and get wider starting maybe at 500 points or so. My 2 cents. :)

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I like the way this game is shaping up. It's very twitchy and the music and graphics are great!

 

Gameplay Ideas:

 

Instead of losing the game entirely when an alien passes the ship, you could slow down the rate of the ship's cannon. The opposite could be true for aliens shot in succession - speed up the rate of fire power. This might give the player a better sense of how well or crappy he is playing. It might be cool if the music speed changed to reflect this as well.

 

Asteroid stage - The player must guide the ship through gaps in an asteroid field. Firepower would have little/no effect on asteroids so the gameplay would change from shoot everything to dodge everything.

 

I realize it is probably too late now (the kernal would probably need to be rewritten entirely), but I think this game would be fun with the paddles.

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I'm not sure I like the multi-colored aliens. The varying shades of red and purple worked better for keeping track of what had been hit and how many times. Plus, it gave a more unique look and style to the game.

Exactly my feeling as well. The shade approach was much more intuitive and added to the hypnotic feeling of the game.

Maybe the multicolor aliens could be included as a sort of bonus level in an extended version though? (like at the end of Paperboy, Hydra, etc.)

 

The widening/narrowing playfield is a good addition though. :thumbsup:

Definetely -

but I wonder whether the transition could not be smoothened instead of jumping from one size to another?

Would also open up new variation possibilities, like ondulating tunnels.

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Hi,

here's a new version: now if you release the fire button, and press down, the enemies on the screen are removed.

 

This allows to survive 'crowded' situations, where there are two enemies on contiguous horizontal lines, but on the opposite side of the playfield.

 

To avoid using it too often, every time you use this 'not-so-smart-bomb' the score is reset for the current stage (for example 234 resets to 200).

 

Simone

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