nousername010 2020-12-04 12:41 (Edited)
The universe is impure.
Epsilon is a cell-based bullet hell where you're a defenseless ship that has to survive lasers, enemy fighters, and plasma bullets everywhere. Survive 30 seconds, and you can finally "purify" the sector.
Each stage has a unique set of patterns, getting progressively harder than the last.
+Lag. I'm not too annoyed by it. It will either mess up your rhythm, or give you extra time to think out your next action, and I'm leaving it there for now because of the latter. Only occurs when all fighters, bullets, and lasers are on screen. That said, I'll do my best to reduce this occurrence with more compact subs.
D-Pad/Touch - Move
Up-Down/Left side tap - Select stage (on title screen)
A /Right side tap - Confirm stage (on title screen)
B - Move faster (On touchscreen, place your finger far.)
-Trails left behind the bullet don't do any damage. They're there to confuse you. Same with lasers
-Memorize the patterns.
-Stay away from the corners.
This version adds:
Will work on:
-More attack patterns
0.6 - Fighter and more attack patterns, simplified bullets, secrets
0.5 - Laser patterns, stage unlock system, fighters temporarily removed
0.4 - Clearer laser warnings, stats recorded, better music.
0.3 - Purification Possible, graphical improvements
0.2 - Fighters and bullets, graphical and stage alterations
0.1.1 - Touchscreen(qwaffe), movement limits, move faster
0.1 - Concept
Timo 2020-12-04 14:22
GAMELEGEND 2020-12-04 23:23
the music is SO good
qwaffe 2020-12-05 03:27
remixed it so that it uses touch [for the mode select, left side of screen is up/down, right side is "confirm"]
nousername010 2020-12-05 05:48
Thanks for the compliments, and also for the touch remix! Though I prefer gamepad, I can see why touchscreen is preferable. If you don't mind, I modified your code a bit in the newest version and you can choose between the two. If you do, just tell me :)
qwaffe 2020-12-05 05:57 (Edited)
really neat! i did think of limiting the movement (so it doesnt teleport) but was too lazy to write (or think about) it..
i think that it would be better to use trig functions in place of pure inc and dec, but it would be far different from gamepad.
G-9 2020-12-05 07:36
Woo very good
nousername010 2020-12-06 05:02
@qwaffe I thought of that too, but in doing so, the gamepad will have a slight "advantage" since it moves faster diagonally :/ Maybe I can normalize the gamepad movement speed in a later ver.
G-9 2020-12-06 07:42
It remembers to me Undertale or Deltarune ,..
nousername010 2020-12-06 09:40
Haha, yeah. I didn't finish Undertale, but I did finish Deltarune. I really enjoyed both games a lot, though it was Touhou and other unrelated space shooters that actually inspired me to make this. In short, I love bullet hells.
qwaffe 2020-12-06 12:37
bullet hells are really good, yeah. but theyre all so stupid hard. i find it amazing that some people just have so great a pathfinding ability with all the (moving!) stuff on the screen
GAMELEGEND 2020-12-06 16:26
i found a bug
GAMELEGEND 2020-12-06 16:31
it happens when i play alpha about 3 or 4 times
nousername010 2020-12-07 00:00
@qwaffe True. I tried practicing a lot, yet i still can't beat Touhou's normal difficulty :p.
@GAMELEGEND Thanks for telling me! I actually encountered that error yesterday. I suspect it has something to do with a variable left not reset or maybe my intensive use of for loops. Hopefully I can fix it in the next ver.
qwaffe 2020-12-07 00:28
suggestion: some way to better see where the next "lasers" will be. could be warning lines or a different character for the endpoints of the laser so that you can see where it's pointing to.
nousername010 2020-12-07 06:34 (Edited)
@GAMELEGEND I optimized the code and as well as reduced the number of misc. variables and the overkill max entity nums. Hopefully the memory error is gone.
@qwaffe Thanks for the suggestion! I've added a faint line to tell where the next laser might be.
qwaffe 2020-12-08 05:26 (Edited)
the alternating bars are so hard for some reason (what happens is that i avoid the first warning lines then i avoid the second which just leads me to the first warning lines and i die)
nousername010 2020-12-08 06:14 (Edited)
@qwaffe Hmm... try my in-dev version. I'm experimenting with a different laser indicator to make it easier to tell which laser will fire first.
You can also change the PNUM variable to 5 instead of 4 if you want to try an even harder pattern ;)
G-9 2020-12-08 07:10
nousername010 2020-12-08 13:32
nousername010 2020-12-09 07:10
I have finally released it. I may add more attack patterns, but the core gameplay is now finished.
Timo 2020-12-09 07:17
This is cool, but so hard! :O
nousername010 2020-12-09 07:37
Thanks! It will take a couple of tries to know how to outmaneuver the patterns ;)