Improbability Fighter by Wendel Scardua

In this NES game you pilot the first Space Fighter ship equipped with the Improbability Drive.
The default keys for the HTML5 emulator are:
| NES | Keyboard | |--------|------------| | Start | Enter | | A/Fire | F | | D-pad | Arrow keys |
(the emulator may work with controllers as well)
If the game ends, press Start to play again.


| Link | https://wendelscardua.itch.io/improbability-fighter |
| Link | https://wendelscardua.itch.io/improbability-fighter |
| Original URL | https://ldjam.com/events/ludum-dare/49/improbability-fighter |
Ratings
| Overall | 612th | 3.627⭐ | 73🧑⚖️ |
| Fun | 619th | 3.535⭐ | 73🧑⚖️ |
| Innovation | 478th | 3.57⭐ | 73🧑⚖️ |
| Theme | 427th | 3.866⭐ | 73🧑⚖️ |
| Graphics | 823th | 3.528⭐ | 73🧑⚖️ |
| Audio | 569th | 3.41⭐ | 69🧑⚖️ |
| Humor | 591th | 3.19⭐ | 65🧑⚖️ |
| Mood | 623th | 3.523⭐ | 66🧑⚖️ |
| Given | 144🗳️ | 50🗨️ |
@elveverx thanks and yes, that's the reference :) my idea was using the Improbability Drive on a different kind of spaceship
I think one simple improvement would be to have the enemies move. Maybe depending on chaos level?
@noctiphobia I thought about doing that (at least moving the whole row left/right, as they're drawn onto the background because of the NES limitations). Maybe I can add moving enemies on a post-jam version.
Thank you both for playing!
VOD Link: https://www.twitch.tv/videos/1167820241
Obviously the game could benefit from being a little more polished, maybe some background (even if just some stars) would be welcome, and fixing the slowdown issues when there's 4 enemies on screen would help too.
I also wouldn't mind more enemy variety.
Other than that, I'm all for more fellow NES devs doing stuff for Ludum Dare and I think this is a great little entry! :)
It really reminded me of old spedtrum/nes games. Good job!

Dos jogos que eu vi você fazer, esse foi a mais simples de todos.
Eu preciso te dar umas aulas de música. :D
Parabéns pelo jogo.
Works nicely on my Famicom. Loved the transformation glitch effect.
I'm reading that you are able to play it on famicom, which is a really awesome addition to the event!
Overall pretty simple but enjoyable gameplay, definitely took me back :)
There were moments when there was alot of projectiles on the screen where it lagged out quite alot, but other than that it ran smooth.
I enjoyed the glitchy effect transitioning from different modes!
Overall I enjoyed it, nice work!
There's not a lot to say that hasn't already been said, but I really like how you did the transformations between ships - the attention to detail with how they behave made it quite interesting. It could be pretty fun to see this concept expanded if you ever wanted to.
Thanks for a great entry!
You NES people always really impress me with both your creativity and your technical prowess. Very well done, here!
Good job!
If you’d like to rewatch the playthrough, you can find it here:
https://www.twitch.tv/videos/1173646881?t=2h9m47s
Good luck on your ratings, see you next LD! :D
💜 Elysia Griffin AKA Button Feedback Lady
https://www.twitch.tv/elysiagriffin
Aside from the obvious in that it's cool to have a working NES game here, it's a competent and interesting idea. I don't have any particular issue with the control schemes, but some of them aren't exactly intuitive or convenient. It's a fun take on the theme and kept me on my toes.
Unfortunately, the lack of unique projectile patterns really does make the combat a bit too predictable, and there's no real challenge when you figure out how to fit between the consistent bullet paths-- my first playthrough ended up being entirely damageless. I'm not saying it's anywhere near as bad as vogon poetry, but this exploit does end up hindering the combat from being as fun as it could be.
Even if you are unable to add enemy movement, I would try to randomize or iterate on the bullet spawn patterns more so that projectiles have a more unique pattern to dodge-- for example two bullets that aim towards the center, two that aim outward, then both skewed right, then both skewed left. I would also add more forms to a postjam as the more chaotic this gets, the better.
This was a great entry, and bonus points for grounding it in such a fun HHGttG concept.
I wish for more enemies variety and maybe a slower start to get used with the mechanics.
But overall, a very cool and nostalgic game. Congrats
Good job over all, very cool!
The controls were a bit challenging for me. I did really like that there was gamepad support, although the tetris piece was quite difficult to move with it.
I liked the aesthetic. It really looks like something you'd expect to see from the NES era and not simply filtered down to 8-bits
https://youtu.be/EWJKsLF4MMg?t=8643
I finally had the time to come back and rate everything I played so far!
Here is a link to the vod of the review if you wish to see it again: https://www.youtube.be/watch?v=AiVWayIqffU&t=1809s
Well done on making, of all things, an NES-compatible game. I confess I'm not aware of all the NES limitations, so pardon some of my comments that overlooks the feasibility on the actual hardware.
I quite like the chaos mechanic that forcefully switches the controls and firing behavior of the spaceship. Much like *Geometry Wars*, it forced me to constantly change my strategy and keep me on my toes. It would be pretty awesome to expand upon the idea by adding more ships, and with it, changing movement and firing behavior. It might also be interesting to change the chaos meter to be based off of how many shots the player fired, rather than (or in combination with) time.
I did think the enemy layout and firing behavior was really predictable. I also didn't really like that they were bullet sponges, and didn't move. It did make the game rather easy and dull, despite the constantly changing ships. I would have also liked the ship you swapped to be randomized as well. It was a bit too easy to plan ahead and adjust my plan as soon as I figured out the pattern.
I also dealt with some slowdowns, so perhaps it might be a good idea to put a max cap on the number of bullets that can be on screen? Still, I found the game to be short and sweet enough to be enjoyable.
The only thing I didn't get is when you say you "would have also liked the ship you swapped to be randomized as well", because the ship *is* randomized (maybe it didn't seem so because there were only 3 ships, and it never turns into itself?)