TRI HUNTER - a top down shmup (Work in progress)

A place for people with an interest in developing new shmups.
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monkeyman
Posts: 225
Joined: Wed Nov 14, 2007 8:53 pm

TRI HUNTER - a top down shmup (Work in progress)

Post by monkeyman »

Hi all, as you can see I'm new to this site but I was hoping to get some feedback/guidance on a top down SHMUP i'm making using gamemaker called Tri Hunter (working title).

Story

The game has you playing as one of three bounty hunters who have accepted a contract to destroy a rogue AI called MOTHER which is ammassing a machine army to invade earth. MOTHER is hiding in an asteroid base and is surrounded by swarms of drone ships so it'll be no easy task!

Features:

-Three different ships to play as each with different strenghts
-Upgrade your ship by meeting a kill quota without dying
-Ability to call in allies once per level
-Five stages
-Ten bosses
-25 types of enemy

Screenshots

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Anyway, I want to make this the best I possibly can, and to do that I'll need feedback (good or bad, so long as it's constructive!). So please try the game and let me know what you think.

The music is not mine, and if there are any MIDI composers who wish to contribute to this game then please let me know. Help will be appretiated and credited!!

Thanks

Download

http://www.yoyogames.com/games/show/16024
(about 3 megs)

If you don't want to go through the rigmoral of using the yoyogames installer then choose the download option on the bottom right of the page.

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worstplayer
Posts: 861
Joined: Sun Jun 17, 2007 6:48 pm
Location: Slovakia

Post by worstplayer »

After first 2 stages, i really like it, so far no unfair attacks, interesting enemy movement, very playable
But please switch Z and X, so i don't have to reconfigure xPadder every time i play it. Or even better, add joystick support so i don't have to use it at all :)
Also, slow ship should have spread fire and fast one should shoot forward, not vice versa. This way slow ship can't cover whole area.
"A game isn't bad because you resent it. A game is bad because it's shitty."
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monkeyman
Posts: 225
Joined: Wed Nov 14, 2007 8:53 pm

Post by monkeyman »

Ok I've done some serious updating to the game!

UPDATE:
Graphics updated
Fullscreen support (toggle with f4)
Hitbox no longer sprite sized
Options can now toggle between offence and defence (press f1 in-game for more details)
Pause with spacebar
Invulnerability time after respawn is longer
Allied attack a little more useful

Check out these new screenshots:

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Had a look? Good, now compare them to the original shots in my first post. Quite a difference huh?

As always, feedback will be appreciated, and taken into consideration....
User avatar
monkeyman
Posts: 225
Joined: Wed Nov 14, 2007 8:53 pm

Post by monkeyman »

worstplayer wrote:After first 2 stages, i really like it, so far no unfair attacks, interesting enemy movement, very playable
But please switch Z and X, so i don't have to reconfigure xPadder every time i play it. Or even better, add joystick support so i don't have to use it at all :)
Also, slow ship should have spread fire and fast one should shoot forward, not vice versa. This way slow ship can't cover whole area.
Sorry, fire button stays where it is. Z button is now used and it's easier if you have 3 buttons to have fire in the middle.

As for the slow/fast ships, I see where you're coming from but that works better on paper than it does in the game!

Glad you like it though, and thanks for the ideas, i do consider them, even if i don't actually implement them!!
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