Infernal Edge

A place for people with an interest in developing new shmups.
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Lazy Brain Games
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Joined: Wed Aug 10, 2011 1:37 am

Infernal Edge

Post by Lazy Brain Games »

Boxart
Image

Screenshot:
Image

Description:
Cling to the surface of Space Station LV-427 to battle the nefarious cybernetic alien race known as the Unicus. Use your trusty grappling hook and machine gun to vanquish your opponents, and battle your way to the self-aware xenotechnic space destroyer “Big Boy”

Download:
http://lazybraingames.wordpress.com/infernal-edge/

Thanks for playing!

-Johnny B.
Avalon
Posts: 21
Joined: Fri Jan 14, 2011 5:39 pm

Re: Infernal Edge

Post by Avalon »

Hmmm... I'd have to say this is much worse than Omnicron... You had some ideas in this game but you never really took advantage of them!

For example, the grappling hook and the spinning viewpoint do give a little bit to the story and make things slightly challenging to hit in those places -- but the path is straight! I always ended up on a 'top' or a 'bottom' wall, never left or right. Try to design the level itself in a less linear way.

Enemies... There are way more stationary obstacles than there are enemies. Needs moar enemies! I felt like I was simply cleaning off my space station from the occasional pest.

Of the three bosses I ran into, I think the second one (shown in the small screenshot above) is the most original, probably because it's the only different one. The first boss was unclear for a while as to what to do to hit it, and the last one has too narrow a passage to put the hook into. Oh, and there's a big blind spot in the center of the rail during the final boss, I can get tens of missiles to orbit me there. Try letting your missiles turn just a bit more so their orbits 'die' faster.

There aren't enough attacks for me to have to move very much... But when it comes time to move, I need to switch from gun to hook fast. Maybe the hook can be right-click and the gun left click?
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Ghegs
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Re: Infernal Edge

Post by Ghegs »

I played the game some time ago and even made a quick no-miss replay for the hell of it. It was made with an older version of the game, I recall it was 1.2...but I don't think any new features were added in the updates. Fun stuff, really looking forward to the sequel.
Avalon wrote:I always ended up on a 'top' or a 'bottom' wall, never left or right.
Whuh? For most of the game you're actually crawling on a "diagonal" wall. Whether that's top/bottom or left/right is all in your brainmeat. And in the last bossfight you're on a right wall.
Avalon wrote:Of the three bosses I ran into, I think the second one (shown in the small screenshot above) is the most original, probably because it's the only different one.
That one's actually the easiest/most boring by far, since you barely have to move at all.
Avalon wrote:The first boss was unclear for a while as to what to do to hit it, and the last one has too narrow a passage to put the hook into.
These sound like odd complaints. Clearly you figured out what to do with the first boss (not like there's much options on what you can do) and I'm guessing you beat the last one as well, so the passage isn't too narrow.

I do agree about having one mouse button for firing the gun and the other for using the hook. That would've streamlined the game a bit. Hope Infernal Edge 2 will have this.
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Sumez
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Re: Infernal Edge

Post by Sumez »

Cool original idea for a game, I love the graphics too.

Gotta play it when I get the time.
Avalon
Posts: 21
Joined: Fri Jan 14, 2011 5:39 pm

Re: Infernal Edge

Post by Avalon »

Ghegs wrote:I played the game some time ago and even made a quick no-miss replay for the hell of it. It was made with an older version of the game, I recall it was 1.2...but I don't think any new features were added in the updates. Fun stuff, really looking forward to the sequel.
Avalon wrote:I always ended up on a 'top' or a 'bottom' wall, never left or right.
Whuh? For most of the game you're actually crawling on a "diagonal" wall. Whether that's top/bottom or left/right is all in your brainmeat. And in the last bossfight you're on a right wall.

What I mean is, if you did not use any rotation of view, the level would be linear, much like a Super Mario Bros. game, and your player would be on either the floor or the ceiling. There isn't any way to go but 'forward' - and I felt like the view-rotation was not working to convince me of otherwise.

Perhaps, instead of rotating the screen (which is still a bit original, I admit!) you could have the player switch from going along the outside of the station, to entering a 'shaft' to give the actual feeling of crawling through its' outer workings. This may also result in being able to replace more obstacles with enemies.

Avalon wrote:Of the three bosses I ran into, I think the second one (shown in the small screenshot above) is the most original, probably because it's the only different one.
That one's actually the easiest/most boring by far, since you barely have to move at all.

It also uses attacks which make use of all strategies known to the player. It requires you to change surfaces during the fight (which appears to be opposite of 'barely having to move at all') and it uses both predictable and unexpected attacks. Often I was struck by the linear missile attack because I was looking to avoid the angled shot.
Avalon wrote:The first boss was unclear for a while as to what to do to hit it, and the last one has too narrow a passage to put the hook into.
These sound like odd complaints. Clearly you figured out what to do with the first boss (not like there's much options on what you can do) and I'm guessing you beat the last one as well, so the passage isn't too narrow.

Clearly it took quite a long time to figure out what it wanted me to do. Maybe an effect on the shield to indicate that it isn't doing any damage to the actual target. If you want to be rather malicious, you can have the player's attack reflect off of the shield, killing him if he is hit by the return fire.

I actually haven't finished the last boss yet - the aperture is just too narrow. On top of that, when I do happen to damage it enough, it starts to turn around every so often and use the second-boss's laser attack -- and it seems impossible to hook onto the left (upper) surface to avoid it.


I do agree about having one mouse button for firing the gun and the other for using the hook. That would've streamlined the game a bit. Hope Infernal Edge 2 will have this.
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Sumez
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Re: Infernal Edge

Post by Sumez »

Avalon wrote: Perhaps, instead of rotating the screen (which is still a bit original, I admit!) you could have the player switch from going along the outside of the station, to entering a 'shaft' to give the actual feeling of crawling through its' outer workings. This may also result in being able to replace more obstacles with enemies.
That's a pretty neat idea. I really latched on to this idea of an arcade game where you cling on to a wall like that, and if you mix it up like you say with inside/outside areas and some serious travelling with a lot of rotation tricks, and a bit of scenery change (maybe as the space station crashes towards the Earth, Layer Section style, aawwyeah!) you could have a very intriguing and highly original game. I actually feel like making such a game now.
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JGcontraman
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Re: Infernal Edge

Post by JGcontraman »

Very good game. Has a nice retro feel and plays very original with some platforming aspects added to it. However the stride controls while rotating on a wall can get confusing. 4.8/5
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Ghegs
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Re: Infernal Edge

Post by Ghegs »

I've been periodically checking in and waiting to hear about Infernal Edge 2 and finally there's some news. It's now a Kickstarter project.

Never done any Kickstarter pledging before. Maybe I will in this case, I did have fun with the first game.
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