Energy Raid by -FL-

The world suffers an energy crisis and nations are in war. It's kill or be killed in the darkness. Join a side, enter in your spaceship and shoot into the enemies. You can use five special weapons but they consumes your vehicle energy. Run out and you crash your spaceship, so remeber to replenish at recharge stations.

This is a shooter made with Unity. The download has 23.45 Mb. If you play, don't forget to post your high score!

| Windows | http://www.mediafire.com/?uh4dmdp8d9w3wtb |
| Original URL | https://ldjam.com/events/ludum-dare/39/energy-raid |
Ratings
| Overall | 562th | 3.143⭐ | 23🧑⚖️ |
| Fun | 298th | 3.333⭐ | 23🧑⚖️ |
| Innovation | 792th | 2.286⭐ | 23🧑⚖️ |
| Theme | 724th | 2.905⭐ | 23🧑⚖️ |
| Mood | 491th | 3.095⭐ | 23🧑⚖️ |
| Given | 26🗳️ | 15🗨️ |
Edit: Works on Linux with wine.
@sgt3v The purpose was to be hard. You can use special weapons to destroy some enemies quick, so you avoid for these enemies have time to shoot many bullets.
@irishbruse Could you explain this a bit more, please?
@foxor Did you realized that when shooting you move slower?
I think the controls could do with a little more refinement - games like these are made or broken on their controls and large portions of dev time goes into perfecting them so it's not surprising to have it less than perfect in just 72hrs of development! But its a little sluggish - I did notice that you slow down when firing which is an interesting mechanic but firing or not it just didnt seem to respond quite right and sometimes I felt I sort of slid into a bullet I expected to avoid. I think bullet curtain games need a bit more insta response to feel right :)
Good effort!
Usually movement controls in shmups are super precise for a reason. You need to be able to dodge bullets, any kind of sliding or acceleration only mess up even attempting that.
The enemy weapons are much more interesting than yours: Bouncing bullets, energy snakes/lightcycles, super lazorbeams; good job on those. Why the player's weapons are such simple *pew pew* lasers made me scratch my head.
The energy mechanic I'm not so keen on either. All your powerful (yet rather anemic) weapons require energy, but when you run out you also die for good. You don't lose a single life, you lose them all?! Having both a life system and an energy system is weird.
Maybe the energy system should only be used for weapons and not for the ship. After all there is little incentive to use the super weapons, as then it is unsure if you can make it to the end of the level at all. The recharge stations, which area easy to miss, don't recharge that much either.
Strange 90's design. Did elicit some nostalgia for me though.
@huvaakoodia Man, if it was a Steam review, I would vote as funny XD
The player has a laser very similar to the enemy one. These weapons aren't too powerful as a game design decision, but they are still strong, especially when used continuously. Some weapons are very useful against certain enemies and the boss.
The energy system that make you lose all lifes, again is a design decision to make sure that the player thinks cautiously about special weapon, but you have an interesting point.
The recharge stations benefit players who stand a good time in the same spot, that is a difficult task in shmups.
Your game is difficult and has power ups just like a bullet hell game should be. Good Job!
btw i score 109
* The GUI works, but would be easier to see fast while playing if the energy was visual, like blocks and different colors when its about to run out. Same with the bombs.
* Theres no indication when you hit the enemies, would be nice if they would flash white or something similar.
* I think that I would like the energy system to drain energy faster, and recharge energy faster, and mabye giving the player a option to regain energy independent of the platform, like making a melee attack or doing something else thats risky.
* Also, the 5 looks a lot like a s in the power percent font.
I enjoy it overall, with the different enemies, and weapons :)
The basic weapon takes too long to inflict damage and the charging stations take too long to charge, that's what I felt. Also, controls needed a bit more tuning (though, 72h is quite a short time to do it :P).
The overall feeling and challenge in this game are pretty good and, boy, it does feel like a 90's/early 00's shmup game! :D
Good job there! Keep making! ;)
1. The energy was a bar (blue bar on right). Do you mean lives?
2. There indication as visual and sound effect, but the feedback is small to won't pollute the game, like many shooters do.
3. Very good suggestion! But the melee attack is a little strange in the context.
4. Yep. I don't had the time to pay attention in font details...