Hey, thanks for trying out the game, and for the quality feedback! I 100% agree that a lot of improvements can be made. Good note on the invincibility frames. I think movement is more of a personal preference but I see your point - compared to other games with snappy movement this feels a bit sluggish.
I do want to release a sequel with more levels, weapons, enemy variants, and diverse biomes in the near future hopefully! I like the space genre a lot.
donjuanjavier
Creator of
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Love the simplicity of the game, as well as the re-imagining of snake. Pixel art is highly intuitive and charming. Well done!
One possible improvement would be to store a buffer of keystrokes that the player enters, for example, [D, R, D] would make the root go down one frame, right the next frame, and finally down for the last frame. But needing to do frame-perfect inputs is part of the classic snake mechanic and players expect this, just offering an alternative perspective. :)
Thanks for trying this out! Sweet - I'm stoked that you discovered the food sources. I had hoped that was intuitive enough for players to find.
I went off of this example (source code) as the main basis for the boids algorithm, definitely recommend checking that out if you're curious. All of the code for this game is also open source as well though admittedly it's a bit more complex than the Ben Eater example.
Glad you liked the music! I'm also a musician and created this ambient track in Logic Pro for this game. Incidentally this track is also available on my BandCamp page.
Thanks for giving it a try! This is just a stylized Boids simulation (Sebastian Lague's video does a good job of describing what this is).
So there's not really an objective or game loop other than to fly around, mess with parameters, acquire food sources, and take screenshots.
I recently added a bunch of new features to my latest prototype space shoot-em-up! I'm looking for playtesters and brutally honest feedback so I can get better as a gamedev. :)
Game playable in the browser --> https://donjuanjavier.itch.io/lord-hyperion-star-hammer
(gamepad recommended)
Final Level Opening Sequence
As fearless fighter pilot Lord Hyperion, embark on a retro-style space shoot-em-up bullet hell that features an insane mode (for those who enjoy a little frenetic action).
This game is a passion project of mine, and will receive updates to make it mo' better. Started from a Gamedev.TV tutorial and took on a life of its own...
In this game I was able to pack a ton of features for one of my first games, including:
- Upgradeable weapons
- Halo-like health / shield system
- Boss fights
- Asteroid fields
- Mines, nukes && other explosives
- Scrolling planets in the background
- Original chiptune music
- A simple dialogue system
Destructible Environments Too!
Crafting sequences of enemy waves and orchestrating boss fights has been challenging, but extremely rewarding. I had to code my own system for triggering various sequences of enemy attacks, since in the top-down scroller genre the player is locked to the edges of the screen, and all the action comes to you!
"The Gauntlet" - a challenging section to make it through unscathed
One particular thing I'm pumped about is how the final boss fight turned out. I was able to add an agro state to the boss where it breaks free from its constraints and starts chasing the player around the screen. It really adds to the frenetic feel of the final level!
Final boss in an agro state
I'm quickly discovering just how tough it is to make a full game. I have mad respect for other devs, artists, designers, marketers, etc. who work in the industry. I just started learning the Unity engine in January of 2022 and I've been loving it!
Note - I will freely admit that I am NOT an artist - all of the assets were either paid or provided by creative commons licenses - everything is attributed on the game page.
Please feel free to connect with me! I would love to hear from you and connect with other devs, artists, gamers, etc.!
♥ Don