Evito - shoot me up

A place for people with an interest in developing new shmups.
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hareball
Posts: 2
Joined: Tue Oct 26, 2010 9:03 am

Evito - shoot me up

Post by hareball »

Hi all.. I've been working on this game for about a year, called Evito.

I class it as a shoot em up, even though it's not you that does the shooting... basically you have to avoid getting blown up. Anyway, take a look, let me know what you think. It's still in active development, so if you have any suggestions, let 'em rip :-)

Download here: http://www.indiedb.com/games/evito/downloads

Teaser video: http://www.youtube.com/watch?v=TjxOOSDCWqs

Home page: http://www.twobitnoodle.com/evito.html

Hareball
moozooh
Posts: 3722
Joined: Fri Jul 27, 2007 11:23 pm
Location: moscow/russia
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Re: Evito - shoot me up

Post by moozooh »

Ah, Asteroids again. Well, let's see what we have here.

Soundtrack, humor, and difficulty are alright. Music calls for a better arrangement, though. The game needs more variety and much better level design to become interesting.

My suggestions:

— stop on a dime on, say, right mouse click;
— less smoke, more difference in colors (can't see shit, cap'n!);
— Escape key should open up the menu or go up a level in a menu, not force-exit the application.

Also, something is really wrong with the code, because a game with visual complexity resembling Bangai-O on Nintendo 64 slowing down a combination of Core i5 and GF 7600GS can be considered broken.
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hareball
Posts: 2
Joined: Tue Oct 26, 2010 9:03 am

Re: Evito - shoot me up

Post by hareball »

moozooh wrote:Ah, Asteroids again. Well, let's see what we have here.
I guess it's a top down thrust type game, yep. Are there that many?
moozooh wrote:Soundtrack, humor, and difficulty are alright. Music calls for a better arrangement, though. The game needs more variety and much better level design to become interesting.
Yep agree, levels are a bit bland at the moment. I'll remedy that in future versions.
moozooh wrote: — stop on a dime on, say, right mouse click;
— less smoke, more difference in colors (can't see shit, cap'n!);
— Escape key should open up the menu or go up a level in a menu, not force-exit the application.
All good suggestions, thanks. I was actually thinking of having a reverse thrust for right mouse button, rather than a full stop.
hareball wrote:Also, something is really wrong with the code, because a game with visual complexity resembling Bangai-O on Nintendo 64 slowing down a combination of Core i5 and GF 7600GS can be considered broken.
This has me a little concerned... my computer doesn't match yours in terms of power, yet it runs smooth for me, even on the most demanding levels. Were you running it in full screen mode, and happen to have two monitors?

Again, thanks a lot for taking a look and for the suggestions.

Hareball
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