Shoodir by ryebread761

[raw]
made by ryebread761 for LD26 (COMPO)
I hope you enjoy :) This is my first time ever submitting to new grounds, hope it all works out well. If not, it's also on DropBox. Made with FlashPunk.

Ratings

Coolness 45% 1411
Overall 2.33 1255
Audio 1.86 985
Fun 2.27 1135
Graphics 1.97 1266
Humor 1.90 802
Innovation 2.43 1024
Mood 1.93 1219
Theme 3.17 901

Feedback

syawqy
29. Apr 2013 · 06:04 UTC
need proper ending, like final boss or something
Overv
29. Apr 2013 · 15:33 UTC
A bit too simple.
invaderJim
29. Apr 2013 · 18:16 UTC
+1000 for epic potato.
FenrisWolf
29. Apr 2013 · 18:16 UTC
Cool game, I thought the music was a little repetitive, though. Would've liked to see a little more depth (upgrades, levels, etc.) in the game too. Perhaps in a later release?
Farfin
29. Apr 2013 · 18:17 UTC
Some way of knowing how many hits the "bigger" enemies needed to be killed would be good or at least some visual confirmation on hurting them. Controls were interesting Nice attempt!
invaderJim
29. Apr 2013 · 18:17 UTC
Great job. Starts out simple then gets tough quick.
puttputt
29. Apr 2013 · 18:17 UTC
Very simple. Interesting take on "space invaders"
lody
29. Apr 2013 · 18:19 UTC
Goes from 1 at a time to a hoard in seconds flat!
Merkoth
29. Apr 2013 · 18:21 UTC
Simple, but it's a nice concept. I liked it :)
scriptorum
29. Apr 2013 · 19:33 UTC
This goes from very simple for a minute to OMG BLOW THE FAILSAFE!! in a few seconds. For greater difficulty, I'd suggest taking a life for accidentally shooting the box, and a firing delay or recharge cap. Also later enemies should take a less predictable path to the box. Maybe give each type of monster a different type of attack vector.
multitude
01. May 2013 · 00:20 UTC
this is a nice attempt, but could use some more variation
Komradus
01. May 2013 · 02:24 UTC
That was good, I enjoyed it. Some of the tougher enemies could use a health bar, maybe.
Potentialing
01. May 2013 · 02:28 UTC
This most definitely fit the "minimalism" theme, however, it also caused its downfall, because I genuinely felt it was too simple to be enjoyable. Many of the enemies flew in the same predictable patterns with very strange graphics (almost reminds me of Action52 in a sense, no offense), and the audio would've been better left mute than two ticks playing over and over again. Sorry, but this wasn't very fun, nor was it very innovative.
lekochen
01. May 2013 · 02:49 UTC
Nice concept. Score: 2002.
caranha
01. May 2013 · 14:41 UTC
Hmmm.... I really liked the control scheme. Control was smooth and precise, and it felt like fun shooting.

But balance was a bit off. It was slow for a looooooooong time, and then suddenly (after I got around 1200 points) *BAM* enemies everywhere. I think the difficulty curve could be a bit smoother - with an intermediate level of difficulty between 1 enemy on the screen and 4 enemies on the screen.

Cheers, and thanks for the game :-D
matthias_zarzecki
02. May 2013 · 21:05 UTC
Interesting shooter! Haven't seen that kind of control-scheme before.
ilovepixel
04. May 2013 · 03:20 UTC
Nice game, I really liked the idea of the arrow but it could have 8 directions. The art could have been better too.