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Submitted on
September 30, 2013
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UPADATE 04/10/2013
Added a new utility Drone thats shoots bullets with you
Added new enemy that fires a missile at you
Edited the stars so they dont stand out so much
Edited the bullets and laser sight to look more like energy and not as solid

pilot sprite here www.deviantart.com/art/Mechama…

EDIT: Fixed Controls

A demo of a game i might make its unnamed at the moment (for now its called project mecha mare) this is a small side project im working on (final thing wont be a flash game but an downloadable one)
plan to have co-op support with lyra as p1 and bon bon as p2, theres only 2 enemies so far 1 obsticle 4 weapons 1 utility equipment and missile sub weapon.

feed back and ideas are welcome (the GUI is a place holder and Backgrounds will be made as well)
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:iconcreeperintheshadows:
Personally i like It. I have never been to fond of pix-elated games(Cept minecraft) But this runs smoothly,it is fun, and its fairly original. I do think that you should add more instructions. Not that the game play was hard or confusing, but i mean more of a list of what everything is and what it does. Such as if you get (Insert item name here) then it will do this for you (insert description of item here.) See my point? (hope you do) also just a idea, it would be cool if you added more characters to chose from. Though that would take a lot of work so i understand if you chose not to. Also IDK if it's just me but i didn't see and heath packs or anything so you might want to look into that. I look forward to the finished product!

Always Watching,
Creeper
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:iconpix3m:
The game looks promising but in its current form it is very difficult to play.

Be extra considerate of how you use your colors as the stars in the background pops out more than the bullets that are trying to kill you. You want weaker contrasts on elements that are not important, but much stronger contrast on important visual elements crucial to gameplay. Otherwise, it will be quite frustrating if the player can't focus their attention to the things that matter.

You could also have fun effects like rapid color inversion to make bullets even more visible if you start adding in complex backgrounds which you may start having bullets blend into the background.

Otherwise, I an kinda pleased to hear sound effects since silent games are bleh. Post some more progress as you go along. =)
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:iconbrownycoke:
BrownyCoke Featured By Owner Mar 24, 2014  Student
She's too big.
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:iconmegapatron:
MegaPatron Featured By Owner Nov 5, 2013
Lil hard. But fun!
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:iconmonkeystrudel11:
monkeystrudel11 Featured By Owner Oct 4, 2013
nicely done
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:iconmatty4z:
matty4z Featured By Owner Oct 4, 2013
8 kils....yeah i suck good game tho ^_^
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:icontamalesyatole:
tamalesyatole Featured By Owner Oct 2, 2013  Hobbyist General Artist

Hmm.. ok, here are my 2 cents:


The white stars moving to the left look too much like enemy fire, so it's difficult to notice the real dangerous green ones; the three different kinds of weapons could have an explanation before the game starts; and the laser upgrade could behave differently for each of these weapons...

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:iconurimas:
urimas Featured By Owner Oct 3, 2013
the laser sight is just a utility to help aim better. and i do plan to fix the stars with more blurred background looking ones.
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:iconblazah99:
blazah99 Featured By Owner Oct 2, 2013
not bad, the stars that fly by look to much like bullets to me (maybe its the shape or the size/brightness). I can't say it wasn't much fun (it was a little). I think its parcially because your character is a bit large and slow and navigating through the enemy fire doesn't feel good, because your waiting for the enemy to stop firing to get a shot on without getting hit (which mostly results in the enemy getting to close to shoot without bumping into it).

I'd like t suggest a shield (with energy use meter/bar) which can be triggered on and off by holding a key down which turns off/powers down when/if the player fires thier weapon. This would allow players to be in the line of fire for a period of time and try and time shots to hit the enemy between the number of shots the enemy has fired (which the player would be in the line of). If you deepen the idea to include that the shield enegery useage drops faster depending on the number of hits it takes then it used be able to play around with the enemy's fireing rate, spread, and damage a bit more freely in the game.
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:iconurimas:
urimas Featured By Owner Oct 3, 2013
well i could add a Shield Utility power up (same slot the laser sight takes up) and as it takes hits it gets weaker till it falls down. but i did add a shield when powering up the beam attack.
or add a perma shield similar to halo once it run out you need to avoid hits to let it recharge.

the enemy firing pattern was a bit rushed i plan to get that fixed up better (lower enemy rate of fire and less spray.).

stars were also rushed as the main menu stated the level ain't made yet.
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:iconrutana:
Rutana Featured By Owner Oct 2, 2013  Student Writer
little bit of feedback:
I would go for other keys.
The y and z are switched on the keyboards of other countries, but qwe and asd are always at the same place (which is why wasd is so commonly known in gaming all over the world)
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:iconurimas:
urimas Featured By Owner Oct 3, 2013
i know WASD is the main format but for all the other flash stuff i upload most wanted the arrow keys.....well next update will be WASD & arrows
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