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Comments (22)

What do you think?

Phew, finally able to submit my score. I should've tested the jack out sequence before but oh well
Anyways, nice shoot'm up game

That gigantic cannons were a menace

Great gameplay and the jacking out mechanic makes it very tense. Well done! Congratulations on getting an honorable mention in Fireside.

I think the the jacking out mechanic is both its biggest pro and biggest con. On one hand, the tension during jacking out is real since you actually need to survive to even get on the scoreboard, but after you die it's the same feeling that screws you over. Like I got 600something and started jacking out, died at 700something before it finished - and now I'm left without a position on the table (except the 157 one). :(

Still, it's a very new and interesting idea. The game's well polished otherwise too, good work! :)

Great time playing at this! Adictive, hard but well balanced, and the artwork rocks (kinda reminds me of Tron) Awesome game, congrats! :D

That was amazing! Everything is moving and flying acrross the screen, and just looking cool. The tension while jacking out is palpuable. Geat game. More people need to play this.

The dead don't submit high scores.

Bloodjak is side-scrolling arcade shoot-em-up set in the darkest corner of cyberspace. In order to make a successful run and submit your score, you have to safely jack out of the system. If you die in the simulation, you will lose your life and, more importantly, your score.

FYI - THE WINDOWS VERSION HAS SLIGHTLY BETTER PERFORMANCE AND FULLSCREEN SUPPORT

Twitter: https://twitter.com/alchiggins
Blog: https://sassyechidna.blogspot.com

UPDATE v 1.4
-Added Xbox controller support!

UPDATE v 1.3
-Wave sequencing redesigned. Generally, different enemy types are introduced sooner!
-Pause functionality added, at the request of my sister-in-law, so my nephew can now stop playing to eat dinner.
-Player must now wait upon jacking out to submit score.
-Local high score support added (festival version only).
-Fixed a bug where medium and large ship spawn rates would cease to increase after a time.
-Fixed bug where game would crash if you tried to load highscores without an internet connection.
-Fixed muzzle flash rendering bug.

UPDATE v1.2
-Web version added
-Enemies now provide visual cues before shooting, HOW NICE OF THEM
-Increased time between shots for the big glowy ship by 1/30th of a second (not that you'll ever see one)
-Minor text changes
-Giant ship recoil exaggerated (a whopping 2 pixel kickback!)
-Performance improved
-Audio engine updated

UPDATE v1.1
-High scores can now be viewed in-game
-Spawn patterns are slightly less random, especially in the early game.
-Player is invulnerable during the last 1.25 seconds of jacking out (this is when the screen flashes)
-Points awarded upon destroying enemy ships are now displayed

Game by Alex Higgins. Music by Geoff Backstrom. Licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.

Entered into #indiesvsgamers jam 2015
#arcade



all-ages
Fantasy Violence
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