
Modus is an attempt to build a game with a focus on power-ups, with the primary inspirations being G-Darius and Gradius. Incidentally it ended up a lot like Gaiares, even though I had no idea what Gaiares was when I was designing the game. The basic idea is to open up lots of power-up options to the player and let them experiment with different combinations to get the job done, with the player having the option to either plot out their entire power-up lineup, or play by the moment.
Current News: Finally some testing!
Download link to test version 0.1.1: http://www.mediafire.com/download.php?ko3d6ii7t4ng4li
Currently level 1 is functional, though Survival mode hasn't been balanced yet. Level 2 probably won't happen until the summer. Most of the basic stuff should be working, minus a high score list and the tutorial.
Known bugs/issues:
- The game is not legacy machine friendly. There are some things I could try to optimize, but my programming-fu is painfully mediocre so this is a problem that probably won't be fixed anytime soon.
- The stage 1 Boss' sections can still be overkilled in survival mode.
- Avast may have some issues with Multimedia Fusion, which can require turning off "Auto Sandbox".
Gameplay:
In order to power-up your ship, you need to hit enemies with your probe. The probe will steal a power-up from the enemy and return it to you, which begins an install sequence, then the power-up becomes active. There are four different types of power-ups:
- - Satellite: Your standard "bits" or "options" that follow and provide supporting fire. Satellite power-ups have levels, which are raised by collecting more copies of the same power-up, though the maximum level can vary depending on the power-up.
- Shield: Block incoming bullets, with different power-ups usually facing different directions. They can be destroyed, and won't block lasers.
- Ammo: Burst attacks with limited stock and widely different effects. Probably the most common power-up in the game, and also includes the game's bombs.
- Drone: Some small enemies will be stolen and converted into support units that follow you around. They usually shoot, and can collide with things.
The ship also has an ability called Power Cancel, where during a power-up installation, you can press Button 2 to cancel the installation and release the power-up as a blast of energy. This functions as a bomb of sorts that wipes out nearby bullets and deals damage, though not much damage.
Stages and Enemies:
Modus is divided into 6 stages, each with their own theme.
- - Stage 1: Empty space and most of the enemies will attack from the front.
- Stage 2: Factory stage, variety of moving obstacles.
- Stage 3: Pursuit, enemies approaching from behind for the first half of the stage.
- Stage 4: Vertical stage, with an underwater segment and a cave segment.
- Stage 5: Battleship stage.
- Stage 6: Organic stage.
Scoring:
The method of scoring in Modus is straightforward: overkill the enemy. Naturally the enemy will not like this and retaliate against any attempts to do so. This is the basic risk-reward of the game, as overkilling an enemy multiplies its score at the cost of more bullets crowding the screen.
An enemy basically has two HP bars, the first being their normal HP, and the second being their overkill HP. Once their normal HP is depleted, they'll go into a critical state, where any damage they recieve goes to their overkill HP. In this state they can still collide with the player and can perform additional attacks. They'll be destroyed either when their overkill HP is depleted, or if they recieve no damage within a fraction of a second.
Based on the amount of overkill HP an enemy has, they can also have multiple levels of overkill. Each level of overkill will add 1 to the score multiplier of that enemy. (Meaning an enemy that is damaged to their 2nd overkill level will have its score multiplied by 3.) Small enemies typically have 1 overkill level, while medium and large enemies can vary depending on their toughness.
Controls:
Modus is a 3-button game:
Button 1: Shoot, hold for autofire.
+ Also has a charge shot that is automatically charged by not pressing the button for half a second. (Similar in method to Mars Matrix.)
Button 2: Launch Probe / Power Cancel
+ Holding the button after the probe has launched will order it to drift, release for it to return. Pressing while the probe is searching will order it to return faster.
Button 3: Use Ammo
By default, the controls are the Arrow Keys and ASD, but they can be customized. Controller support has also been added, however I don't have a controller that I can plug into my computer to test and debug it, so it may have issues. I'll have to pick up a controller later so I can work on it.
Images / Video
Scoring system testing: http://www.youtube.com/watch?v=gGiVCFlXB40
Boss 1 testing: http://www.youtube.com/watch?v=8XbgayQdXWo

