Post subject: Cube Colossus: fun little Flash shmup
Joined: 7/2/2007
Posts: 3960
Link An amusing freerange shmup with decoupled movement and aiming (aiming automatically locks onto a target, then you can shift the aim left or right to lead it), appropriately frenzied gameplay, and upgradeable ships. The plot's paper-thin, but fortunately the grammar's quite bad too (the author is clearly not a native English speaker) so it's still a bit interesting to read. I haven't personally found much use for the multipath and missile weapon types; they seem to take way too long to kill anything to be worthwhile. And be warned: the post-game bonus missions are mean. Or at least, the first one is...I haven't beaten it yet to see what the others are like.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Screw it, bad gameplay. Lame controls + overheating?
"Genuine self-esteem, however, consists not of causeless feelings, but of certain knowledge about yourself. It rests on the conviction that you — by your choices, effort and actions — have made yourself into the kind of person able to deal with reality. It is the conviction — based on the evidence of your own volitional functioning — that you are fundamentally able to succeed in life and, therefore, are deserving of that success." - Onkar Ghate
Bisqwit wrote:
Drama, too long, didn't read, lol.
Tub
Joined: 6/25/2005
Posts: 1377
finished this a while ago on newgrounds. Lame controls? In the later levels, this turns into a pretty good bullet hell avoider, and by then you'll understand why the more precise mouse was assigned to movement, not to aiming. Keep playing a little and upgrade to the spread guns ("multipath"), and aiming becomes a non-issue. also, the multipath weapons do a LOT of damage if you manage to fly close enough to the enemies. I haven't found a faster way to trash a boss than activating the "slow time" overdrive, locking onto the boss, flying right beside him and hitting him with the full spread.
m00
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Joined: 8/4/2005
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Haha, wow. This game is actually a munchkin RPG in disguise. I played it to act 12 to see if it gets better, but it has pretty much every staple of bad game design, including but not limited to: — no replay value whatsoever; — every difficulty you meet along the way can be overcome by grinding; — the ship's hitbox for enemy collisions is 1.5 times larger than the sprite; — overheating weapons (now THAT'S a great idea!) that only serve the purpose of another purchaseable (read: grindable) upgrade; — extremely poor enemy movement/shot pattern design straight from 1985; — meaningless gauges for the sake of meaningless gauges (level up fuck yeah! Achievements woo!); — long and boring cutscenes that take several seconds even if you skip them; — enemies spawning on top of you mid-stage; — screen violently shaking and flashing each time you get hit (read: a lot); — et cetera, et cetera, et cetera. That's not counting the awesome stuff that happens if your mouse cursor leaves the boundary of the screen mid-battle. But that's an inherent platform disadvantage the authors have no control over if they want the game to be enjoyed by casual Internet audience. However, five minutes of playing Mu-cade is enough to realize all this and never go back to this game again. Thanks for reminding me about it. (Did I mention that Mu-cade was developed by only one person? Yeah, there's no excuse to do worse for a funded development studio.)
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Location: Milky Way -> Earth -> Brazil
Tub wrote:
finished this a while ago on newgrounds. Lame controls? In the later levels, this turns into a pretty good bullet hell avoider, and by then you'll understand why the more precise mouse was assigned to movement, not to aiming. Keep playing a little and upgrade to the spread guns ("multipath"), and aiming becomes a non-issue. also, the multipath weapons do a LOT of damage if you manage to fly close enough to the enemies. I haven't found a faster way to trash a boss than activating the "slow time" overdrive, locking onto the boss, flying right beside him and hitting him with the full spread.
bad game is bad, don't make things up
"Genuine self-esteem, however, consists not of causeless feelings, but of certain knowledge about yourself. It rests on the conviction that you — by your choices, effort and actions — have made yourself into the kind of person able to deal with reality. It is the conviction — based on the evidence of your own volitional functioning — that you are fundamentally able to succeed in life and, therefore, are deserving of that success." - Onkar Ghate
Bisqwit wrote:
Drama, too long, didn't read, lol.
nesrocks
He/Him
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I passed 2 levels and it was boringly easy (and boringly overheating), so I quit. I guess it's because of all that moozooh mentioned, but especially the AI.
Joined: 7/2/2007
Posts: 3960
Okay, wow. Mental note: my tastes in games are a bit different from your guys'. I saw a fun little waste of a few hours, and you saw...flaws. Oh, well. Your loss. I'll check out that Mu-cade thing later, though.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Joined: 8/4/2005
Posts: 5770
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I'm spoiled by top-of-the-genre games and jaded by stupid game design ideas, that's all. However, that doesn't mean I dislike all casual games. For instance, Canabalt is pretty sweet until you get fucked by bad randomness.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
nesrocks
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Derakon: keep it coming, share with us the games you find to be fun.
Joined: 10/20/2006
Posts: 1248
Passed one and a half level and found it boringly unexciting