Hyper Blitz - Arcade Shoot 'Em Up

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  • What I was trying to say about enemy bullet size is that skilled players will want to be able to line up under enemies and still hit them. But they will want to be able to avoid the enemy shot by moving a little offset from the enemy's center (not moving completely to a side). This is usually possible when the player fire is wider than their hitbox. In the case of your game, the player shots are narrower than the player hitbox, so you can never really achieve what i was saying. The double shot powerup appears to give this ratio, but you still seem pretty vulnerable, because the rate the player moves is large (due to ship speed). So positioning the player is a bit tougher.

    Random powerups can be handled in all sorts of ways. I prefer to make a pseudo random system, where a string contains the order the powerups spawn. Then you have a var/counter that holds the current position in the string. Every time you spawn a powerup, simple increment the position in the string (and loop back to the beginning when you hit the end of the string). It allows you to be certain that specific powerup will spawn at reasonable times. To stop players from memorizing the pattern, you can set the "current position" value to a random number at the start of the game. And you can have multiple strings that have slight variances to throw people off of memorizing one string. You might think this wouldn't appear random to a player, but no one every notices it if the string is long enough. I usually have about 20 entries int he string and that gives me good results.

    The rate of powerup spawning seems good to me. It feels a bit random but I never feel like they don't appear often enough. I only feel like I get ones I don't need/want more often than the ones I do need or want. ;)

    I wouldn't change too much about your powerup spawn system yet, since that might greatly change the feel of your game. Is there another game you are using as a close comparison to what you are trying to achieve? It might help us to give feedback on how successful you are.

    As for ending, I think I got to wave 16 on my best game. It was around 415k points.

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  • I'll see what I can do about the bullet/enemy sizes. Though for instance the green ships will probably always have that challenge to them since they sway back and fourth so you will never really be able to align with them without also running into their bullets. I usually strafe and fire to kill most enemies.

    I kind of like the enemy's bullet sizes rather more than I like the player's bullets though. The next update will actually have a bit larger player bullets and I'll see if I can scale down the enemies bullets a bit too. I'm also looking into having some enemies be a bit wider as well.

    The power ups that keep coming up at the wrong time is annoying for sure. So basically we want to make sure that there is always variation I suppose. I could turn it into a "shuffled deck system" rather than a complete random pick like it is now. So if you get the Dual Cannons it won't show up again until all the other power ups has been spawned(or "picked up" might be a better condition) then once "the last power up card is drawn" the deck is re-shuffled.

    I am trying to not copy too much from other shmup games. The Rank thing I borrowed from Devil May Cry while the bonuses+multipliers and such are grabbed from random iPhone apps like Tap Titans and Subway Surfers. The power up deck idea I wrote above I got from thinking of how board games handle "controlled randomness".

    So I don't want to get too stuck on drawing ideas from shmup games else I feel that this game would just become Gradius clone #9594.

    Though there are some more elements from shmups I would like to give a try at some point, like segments where you have to dodge terrain/debris to survive or have some enemy squad formations where they can move in pre-defined patterns and then also perhaps some boss fights?

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    Edited once, last by chrilley (May 29, 2016 at 3:36 PM).

  • Whoops, I missed your post shinbaxter!

    I can't edit my last post anymore but I just wanted to say that I am altering the asteroids to pop out more from the background, thanks for pointing that out!

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  • I uploaded version 1.02 to Kongregate for those who rather want to play it as a HTML5 game: Please login to see this link. (mobichan, you could easily wreck their puny high scores ;) )

    Here's changes based on feedback and some of my own ideas:

    Version 1.02
    - New: Added Kongregate API support for statistics such as Kills, Waves, Survival Time and Power Ups(Kongregate version only).
    - New: Added my Twitter link. Come say Hi!
    - New: When picking Mouse Controls there are now on-screen Pause and Mute buttons.
    - Change: Brighter Hit animations on enemies.
    - Change: Asteroids slightly altered to pop out more.
    - Change: Changed the look of the Super-Charged Enemy Blasts to avoid being confused with the Ricochet Shot blasts.
    - Change: Scaled down player's hit box slightly.
    - Change: Made Power Ups easier to reach despite smaller hit box.
    - Change: Player bullets now glows and have a larger reach by default.
    - Change: Power Up drops swapped from a complete random method to a card deck system for more variation.
    - Fixed: With mouse control and if cursor was outside the window upon starting the game the player would fly forward.

    The .exe version at itch.io will be updated whenever I have time to do so!

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