Vibrant

A place for people with an interest in developing new shmups.
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ponce
Posts: 8
Joined: Fri Nov 13, 2009 8:23 pm

Vibrant

Post by ponce »

The demogroup Adinpsz is proud to present Vibrant, an abstract Arena shooter.

It features a particular gameplay based on inertia.

OK i'm sorry there is a lifebar and too much buttons

Image

>>> DIRECT DOWNLOAD LINK <<<

KEYS: (joypad work aswell)

move: arrows
fire: CTRL
turbo: SHIFT
catch powerups: SPACE

Read the NFO for further information.
Hope you enjoy it, and give us suggestions :)
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worstplayer
Posts: 861
Joined: Sun Jun 17, 2007 6:48 pm
Location: Slovakia

Re: Vibrant

Post by worstplayer »

Very fun game. I can't stop playing. But there are some minor annoyances.

-Control, shift and space aren't exactly easily accessible keys. ZXC would be better. Of course, when there's joystick support, it doesn't matter much.
-Put start button somewhere else. When you get killed while you shoot the menu flashes and you immediately continue the game.
-There should be some way to shake off the trap powerup (shoot it?).
-Not really a bug, but it would be cool if shots could damage player/enemy that fired them (after some delay of course). Of course this would make "blast" a bit dangerous to use...
"A game isn't bad because you resent it. A game is bad because it's shitty."
ponce
Posts: 8
Joined: Fri Nov 13, 2009 8:23 pm

Re: Vibrant

Post by ponce »

worstplayer wrote: -Control, shift and space aren't exactly easily accessible keys. ZXC would be better. Of course, when there's joystick support, it doesn't matter much.
Z, X and C will be in the next version. Thanks for the idea.
worstplayer wrote: -Put start button somewhere else. When you get killed while you shoot the menu flashes and you immediately continue the game.
I will rather put a delay of 1 or 2 sec (and maybe restart the level at the center of the map whenever you die).
worstplayer wrote: -There should be some way to shake off the trap powerup (shoot it?).
You can already give traps to ia players (the ia need to be nearer than you from the trap). But yes, powerups should have some inertia too :)
I'm also thinking of a way to trigger bullet time at will.
worstplayer wrote: -Not really a bug, but it would be cool if shots could damage player/enemy that fired them (after some delay of course). Of course this would make "blast" a bit dangerous to use...
Good idea.
The problem is to find the right delay, since you can go backwards and always be near to your shot :/
Borders would also be more dangerous :P

Thanks for the review worstplayer, helps a lot.
ponce
Posts: 8
Joined: Fri Nov 13, 2009 8:23 pm

Re: Vibrant

Post by ponce »

New version (still here) with various changes.

v1.2:
- bullet time must be triggered with SPACE (or joystick catch button)
- Z, X and C work as alternative keys
- you must wait 1 sec before respawn
- joystick catch button now works like SPACE (catches only one powerup)
ponce
Posts: 8
Joined: Fri Nov 13, 2009 8:23 pm

Re: Vibrant

Post by ponce »

Hi,

Lots of things changed since 1.2. Now it's version 1.5.
Both installer and ZIP version are available.

http://www.gamesfrommars.fr/vibrant < download, changes, help page...


The game was featured on Pixel Prospector, gameplay video can be found here.
ponce
Posts: 8
Joined: Fri Nov 13, 2009 8:23 pm

Re: Vibrant

Post by ponce »

Version 1.6 was released to fix some annoying issues and tune gameplay.

http://www.gamesfrommars.fr/vibrant
ponce
Posts: 8
Joined: Fri Nov 13, 2009 8:23 pm

Re: Vibrant

Post by ponce »

Vibrant 1.7 has been released.

Downloads and changelog here: http://www.gamesfrommars.fr/vibrant/
Blog here: http://blog.gamesfrommars.fr/2013/03/26 ... -released/
ponce
Posts: 8
Joined: Fri Nov 13, 2009 8:23 pm

Re: Vibrant

Post by ponce »

Vibrant 1.8 has been released.

Downloads and changelog here: http://www.gamesfrommars.fr/vibrant/
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