A downloadable game for Windows

Note: this demo build has no audio/music files. If you've already downloaded the 1.0.0.3 build beforehand, it has recently been updated [1.0.0.4] with working analog stick/d-pad movement

Controls:
This game does not require DS4Windows if you're using a PS4 controller
Space bar [keyboard] or X/A buttons [gamepad] -- launch the player, cancel the launch
Escape key [keyboard] or start button [gamepad] -- pause the game
Space bar/Return key [keyboard] or X/A buttons [gamepad] -- confirm menu selection
8,9,0 keys [keyboard only] -- shrink resolution/increase resolution/toggle widescreen on and off

How to play:
Simply guide the player across the level and use the launch key to tear through enemies. While launching you'll be invulnerable to enemy attacks and you can reposition where you'll land when you cross the screen again. Be aware that if you land inside a wall or enemy/projectile you'll take damage. By destroying an enemy, all enemy bullets on-screen will be converted into coins that act as your life and score.

Special thanks:
ambientdev (support with surface debugging)
liq (streaming/testing/feedback)
DevMcCoy (streaming/testing/feedback)
BlazeHedgehog (testing the 2010 build)

Download

Download
btbullet2018-Default-1.0.0.4.exe 2.3 MB

Comments

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(+1)

Really like this game! Graphics are great and the entire game has this Sega Genesis kind of feel. Really like the unique mechanics brought on by the method of attacking enemies. If I had one suggestion, it would be that there should be a multiplier for every enemy you hit when you launch yourself at them, like you get 2x points for hitting the second enemy, 3x for hitting the third and so on.

(1 edit)

I like the theory behind the multiplier because you capitalise on getting the largest number of enemies on-screen to score points, rather than firing yourself willy-nilly -- I coded a similar multiplier in a previous shmup project (a combo meter for each enemy destroyed, the meter slowly depleting otherwise). But the current scoring mechanic -- with all enemy bullets on-screen turning into coins when an enemy is destroyed -- asks mostly the same thing of the player, to capitalise on the enemy layout and bullet patterns; so it might seem redundant to have both ingame.

When I run the game, none of the walls/ ground seem to appear and I keep running into this error:

############################################################################################
ERROR in
action number 1
of Draw Event
for object obj_boulder_debris:

Trying to draw non-existing sprite.
at gml_Object_obj_boulder_debris_Draw_0
############################################################################################

(+1)

Well that's depressing, the file should be all-inclusive and the spr_level01 resource should definitely be part of the file. I uploaded a new build 1.0.0.3, hopefully that works. Otherwise I don't rightly know what's going on

(+1)

Everything seems to be working now! I  think the way you attack enemies in this game and the Sonic style coin life system really set this game apart and make it interesting. keep up the great work! ^-^

(+2)

That's good to hear it's working. Thanks for looking out for me!

(+1)

No problem! ^-^