Lonely Light of Space

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From the Asset Store
professionally animated character with Brashmonkey Spriter
  • Link: http://gamejolt.com/freeware/games/arca ... pace/1733/

    Here is a rather unusual game for you. You control a ball of green light (in Outer Space) using the arrow keys. Blue balls of light will fly at you. Your goal is to destroy the blue balls of light to advance to the next level. To destroy the blue balls, you have to turn your green ball into an Electric Ball by pressing the 'A' key. If you don't do this, you will be destroyed by the blue ball when it comes in contact with you. And if your green ball is an Electric Ball for too long, the charge will burn out and you'll have to wait for your ball to get its green light back before you can turn into an Electric Ball again.

    Controls:

    Arrow keys - control green ball

    'A' key - form an Electric Ball

    Also, it's likely a requirement that your computer support Pixel Shader 2.0 or higher.

  • How do you shut off the "electric form" of your ball?

    Or did you make the game so that you can't shut it off? It might be more interesting if you have a power bar that represents how much electric charge you have left so that you can plan your attacks better.

    Also... could you increase the window space? Enemies tend to just pop out of nowhere and you only have a split second to react to their appearance.

    It's kind of frustrating.

    It's good to see a new game, though. Keep learning and experimenting!

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  • How do you shut off the "electric form" of your ball?

    Or did you make the game so that you can't shut it off?

    It simply wears out and can't be shut off manually, as it is. After it wears out, you become vulnerable until the ball becomes green again and you can once again create an Electric Ball. I suppose I can change the mechanics, but it'll probably alter the gameplay quite a bit.

    Also... could you increase the window space? Enemies tend to just pop out of nowhere and you only have a split second to react to their appearance.

    The resolution is already pretty hefty for an indie game (1024x768)... though I suppose that some form of smaller view, or making the objects smaller, might do the trick.

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