Planet Strike Autofire - 2d top-down arcade shooter

Show us your works in progress and request feedback

Post » Thu Apr 20, 2017 1:10 pm

Hi all,

We've been working on Planet Strike - Autofire for years and finally reached the alpha phase. It's a 2d top-down arcade shooter currently available for Windows.

Image

Image

It would be great to hear some general feedback from you.

Download the zipped exe here:
http://hedrongames.com/planetstrike-alpha

If you have a few minutes please fill out our survey:
https://goo.gl/forms/lUobsV3SbdsasIZU2

Controls:
move: ASDW or arrows
boost: E or SPACE
choose ship: 1 2 3
next ship: Q or TAB
fullscreen: ALT+ENTER
F6: survey form
F7: send instant feedback

Gamepad supported.

Thank you!
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Post » Thu Apr 20, 2017 2:46 pm

WOW! I´ve never saw something so professional on scirra. Did you made everything with construct. Did you made everything alone or together with another Person? Thats just impressiv. Your art is so beautiful. Verry good Job. But i cant open your zip. I will try it later on my other pc.
Have luck with the game
Cryttexx
My Project at this time: robottory-2d-platformer-devlog_t190807



(Sorry for my english. I know it is not the best)
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Post » Thu Apr 20, 2017 5:45 pm

Hi Crytexx, thanks, we are working on it with brother, completely in C2. Let us know if you still have problems with the zip...
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Post » Fri Apr 21, 2017 7:27 am

Very slick visuals, impressive!

Personally I find the level structure doesn't appropriately support the kind of flow that this sliding movement asks for. Makes for a bit of frustration when you constantly bump into walls while trying to get behind an enemy to shoot for example. Just my gut feeling though.

Great effort either way!
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Post » Fri Apr 21, 2017 10:03 am

Nicely done wonderful graphic too
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Post » Fri Apr 21, 2017 11:48 am

Thanks guys.

@facecrime: would you suggest more spacious areas or more responsive controls?
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Post » Fri Apr 21, 2017 3:03 pm

Now this is entirely my personal opinion, take it with a pinch of salt, but I believe that this constant-movement model quickly turns 'punishing' when you can never actually let movement flow like you can in the original Asteroids game. Aiming at enemies often requires you to act against your traversal planning, so you can either move smoothly OR engage in combat.
But maybe that's just me not playing it right.
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