On the space road, a cleaner week DEMO versions 2.0.0

Many changes, for the better, ...

If you want follow the project, here my devlog:
https://itch.io/t/927614/on-the-space-road-a-cleaner-week

Current version (2.0.0)  :

Many changes, watch my devlog for details.
(Hangar, Editor, Random Lvl, Sound)

Commands for play
Move: arrows
Shoot: S
Skills: Q, D and F

EDITOR: 
Share your lvl in the comment below  !
(Edit: you can save but not import in the browser version, dowload the exe version for import)

Command for Editor
Click a circle, choose a numbers, press return for delete and Enter for confirm

Game
Clear Point ~ auto calculation is made, so more point you put to an event more important your think it is to clear it

Road position ~ 0% to 100%

Enemie
number ~ no limit
number of shot ~ no limit
Enemie hp ~ 35 normal, 50 hard
Spawn Interval (in s) ~ choose the interval beetween each enemie spawn

Obstacle
number ~ 250 normal, 500 many, 750 abusive.
Density ~ beetween 0 and 1000 (represent the spawn interval)

Download

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Click download now to get access to the following files:

On the space road, a cleaner week DEMO 2.0.0 Windows.zip 77 MB

Development log

Comments

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(+1)

It seems like quite a bit has been added since the first version a couple months ago. I like the variety in enemies and the hit% counter. Maybe add some particle effects or something to show that your weapons are actually hitting the enemies. 

Glad to see you're back to working on this project!

(1 edit)

Just tried to load this game on my browser (basilisk, similar to firefox) while my cache got cleared and the game getting refreshed, still there's a similar error appearing, referring to "/typescript/bundles/runtime.js:" while the number afterwards changing, so I guess the "not reacting script" staying in connecting with something different?

Not sure where to find a "pm"-section for developers, while I don't plan to set a low rating of this game because of testing it on my only-available browser and don't preferring downloads because of storage on my device. Also don't want to "annoy" with my feedback directly in your forum/community's devlog either. Couldn't find a way to directly-message you, so I hope that commenting this issue here, sounds rather okay?

At least I've originally heard of this game existing when browsing on the "new posts"-section and noticing your devlog which pic looks quite interesting, especially also its description and that this game could be played on the webbrowser.

And btw: I just noticed a typo in the game's description referring to "browsner" there.

(1 edit) (+1)

Hi, 

yhea no problem you can talk here, the pm is asked by a lot of people but it seem it never gonna be add. For the browser problem there is some component of chrome needed ( reason why i added a dowload link ), my engine dead so i can't ask how to add missing component on the browser version for multi compatibability. Sad you can't play it or dowload, can't really do nothing more :/

thanks for the feedback anyway !

In case more games getting published, probably there could be a way of adding a version that being featured without chrome requirements? btw: also being sure flash-player won't be included because it gets deleted at the end of 2020.

At least that's why I couldn't find the pm-feature here, ever tried to code a game without that specific engine somehow? Or mailing its publisher if it could be updated?

Maybe if players share lets-plays I could still view your game there, also for live-sessions on twitch I could even add my opinions e.g. explore that region / how's about this path / etc.

(+1)

Nice demo! I played the web version. I liked the progress bar at the bottom of the screen. There was a good variety of enemy movements and spawn locations.

Obviously there are a lot of different creative decisions you can make when figuring out what to do next for future versions, but the core shmup experience is definitely there. 

Although the keys can be re-mapped, I would suggest using arrow keys or WASD to move and space bar to fire. S, Q, D, F doesn't make much sense as a control scheme on an American keyboard. 

It seemed like some of those buttons activated different powers, but I honestly couldn't tell what any of them did, so I just stuck with the default weapon.

Good job getting your demo out (two days early!)

Happy it please you! Actually the code and the sprites are not the hardest aspect i met when i developed the game, it's the levels design who is the most challenging.

Yeah, the default keys are not the most intuitive i will change that for the next demo.

There will be an abilities select screen, so for now, (except if you developed it), you can't really know what abilities does. i'm a bit sad you don't enjoyed the slow time ability through :-/

Sooner, but we can barely call it a demo :'D

Ps: I plan to create a easy lvl editor screen when i reach suffisent behavior and enemies  but shh, it's a secret.