Hyper Blitz - Arcade Shoot 'Em Up

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    Hi friends!

    I just released version 1.0 of my little weekend hobby project over at Please login to see this link.

    Much like the older arcade games that it was inspired by, the goal is to survive for as long as you can while racking up enough points to enter the hall of fame. There are plenty enemies, power-ups and infinite amount of waves that just gets harder and harder the further you progress.

    Except for your laser canons your ship is also equipped with a missile barrage system that refills with every wave you complete. There is also a ranking system that multiplies your score depending on how much pressure you can keep on the enemy.

    Features:
    - Arcade style action-packed gameplay
    - S-Rank System: The better you perform, the more points you score
    - Leaderboard: Only the greatest of pilots may enter
    - Various collectable Power Up abilities
    - Infinite waves of ever-increasing difficulty

    Screenshots:
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    Download
    You can grab the game for free at Please login to see this link.
    (By default it asks for $1 but this is entirely optional, just erase and input $0 instead to grab a free copy).

    Enjoy!
    Hyper Blitz is entirely free and was made for fun during my spare time. Please let me know what you think of it! If you've got any ideas on how to improve on the game just post away. I'd love to make a version 2.0 if enough people are interested in the game.

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    Freelance Dev | Currently Working on Jarvis | Please login to see this link.

  • 125 k :p why my score did not appear in the first place XD, it was very appealing break from game dev. I <3 self-aiming missiles and i have no idea how did you code this. I am such noob X(

  • Thanks guys!

    Yeah, getting into the Top 10 has become a bit challenging now. I should try get a bit longer list going perhaps. I suppose it's more fun if you can see yourself move up the ladder.

    Rebel: It's not super complicated actually! I made a quick example on how the missile barrage works in Hyper Blitz. The relevant events I would say are 8-12, that's basically where the rotation happens.

  • Chrilley: really fun game. I found that the game got buggy when I was using mouse control and then pressed spacebar to fire missiles. It suddenly would not accept mouse control and the ship was stuck in autofire mode. I assumed the right mouse button would fire missiles, but it didn't, which is why I used the spacebar.

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  • Great find mobichan!

    What happens is that when you press Space you are confirming that you are using the keyboard controls. I didn't take into account that you can still hit Space after you've already picked mouse controls. I have now fixed this bug for version 1.1

    I want to throw in something else in there too so I am not yet releasing that version unless an urgent crash/freeze/game-breaking bug appears somewhere.

    The right mouse button does nothing actually, missile barrage is on the middle mouse button. It's a bit of a compromise due to that the game also supports HTML5 mode where right mouse button does not work. At some point I might make a control mapping screen + gamepad support. :)

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  • If I may make a request, please make a skip button for name entry. When I do poorly and just want to start again, I don't want to deal with name entry and the slow fade that follows. :)

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  • Yeah that's a good point, I'm also going to try to make that list longer at some point.

    [edit: Oh yeah! In the meantime you can use F2 to skip back to the first frame at any time]

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    Edited once, last by chrilley (May 20, 2016 at 6:09 AM).

  • Looks like a fun game!

    I may have to give it a try. :)

    My Please login to see this link. (which I actually use), my Please login to see this link. (which I mostly don't use), and my Please login to see this link. (which I don't use anymore pretty much at all really). If there are awards for "'highest number of long forum posts", then I'd have probably won at least 1 by now. XD

  • Thanks guys!

    nim: It's an active object with the default Fine Detection option, I also deliberately went for that but there should be no problem turning it into a smaller hitbox with a sprite on-top of it. Is this a popular opinion? Anyone else in favor?

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    Freelance Dev | Currently Working on Jarvis | Please login to see this link.

    Edited 3 times, last by chrilley (May 25, 2016 at 4:03 PM).

  • Mornin'!

    I put together a new version with the following updates based on your feedback:

    - New: Minimize and Maximize window commands are now available in Windows Build.
    - New: Hit Escape at any time to quit game.
    - Change: Player has a slightly smaller hitbox.
    - Fixed: When using mouse controls the Player could switch to keyboard mode after the title screen, causing the controls to malfunction.
    - Fixed: Pressing Space after starting the game caused another instance of the background song to start playing.

    Latest version is available at Please login to see this link.
    Let me know what you think!

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    Freelance Dev | Currently Working on Jarvis | Please login to see this link.

  • I think it's good practice to have hitboxes slightly smaller than the player, lets them narrowly escape things and feel lucky and skilful.. And importanly not feel screwed over!

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  • Yeah those are definitely some good points PBarwick!

    I did make the hitbox smaller in the last build, it now looks like this:
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    Thoughts? Do we want to go even smaller?

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    Freelance Dev | Currently Working on Jarvis | Please login to see this link.

  • u might want 2 go smaller, in sum cave shmups the hit box wud just be the yellow window on ur ship. it all depends on how dense the enemy bullets are together. cave principal 2 me seemed 2 be, make sure its suuuuper easy to navigate thru the bullets almost impossible 2 get hit, so then u can punish them with EXTREEME bullet patterns & make the player look like a wizard. but all depends what vibe ur going for, as u might want those old skool big hit box shmups where just 2 enemy bullets at a bad angle can finish u off XD. gfx look great by the way :D

  • The game is improving, but one thing that bothers me is the bullet coloring. I think my least favorite weapon is the ricochet because it shares a bullet color (yellow) with an enemy bullet (the wiggling bullet). I would suggest keeping enemy bullets to a color family (like warm colors) and player shots to a different family (maybe cool colors). The hitbox size is ok, but the real issue I found is that the enemy bullets are pretty large compared to the enemies. You basically can't line up an enemy in your fire stream if they shoot at you. This means when an enemy shoots, you need to get out of the way. This doesn't allow for skilled players to move in close enough to still hit the enemy. Another issue is the random nature of the powerups. If you get a double shot and squadron early on, it is a cake walk. Otherwise, you are waiting a while for the random drop to occur.

    BTW, is there an actual ending or do the waves randomly generate their content at a certain wave?

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  • Thanks for the feedback, mobichan & shinbaxter!

    Hitbox:
    I scaled it down a little bit further but I don't think I will go as far as the pilot window size.

    Yellow bullet mix-up: That's a good point, I will change the enemy's bullet to something closer of the other enemy bullets, probably just the same color so it is less confusing.

    Enemy bullets size, line up with enemy: Not quite sure if I am understanding this. Do you want to somehow be able to remain in front of the enemies while they are shooting at you? Like peek in from the side, avoid their fire and at the same time hit them?

    Too random Power Up drops: Yeah this is one of the things that bother me a little too. In the later stages Wave 20 or so you really need some power ups to survive and if they don't drop you are screwed.

    I can think of several ways that I could go about it.
    a) I could turn it into a point system like collect currency and then you buy a power up(similar to Gradius). I am personally not a fan of this.

    b) Turn down the randomness by having fixed drops ex. lets say every 20th enemy drops a Ricochet Shot, every 40th a Rapid Fire, etc.

    c) Power ups are random but they spawn at a fixed rate ex every 30th enemy something will show up.

    d) Keep random power ups but force a drop if nothing has spawned for 30 destroyed enemies.

    e) Less dependent on power ups? Make player's standard weapon better?

    f) Ideas?

    Does it end: There is no ending as such(besides player eventually blowing up). The game generates new things forever and it gets harder and harder until it eventually hits a cap where the screen gets really crowded if you're not really fast at cleaning up.

    The game does have tiers for when certain enemy ships show up and how often they spawn.

    How far do you guys manage to get by the way? Past Wave 10? 15?

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    Edited once, last by chrilley (May 28, 2016 at 4:00 PM).

  • didn't even realize u had a demo XD i wud say make the hitbox so u can't hit the wings (altho u might hav already done that), & also make the meteors a lighter color, as they are a bit hard to see on the background coz they are too close a color. i luv the super spiraling missiles! :D no idea how u did that lol

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