Comments (6)
Nice job on this! Abducting humans felt good and precise (that's a weird sentence to type). It was a nice mix of dodging and abducting! The difficulty increase is on the slow side. And the little humans spawning could be sped up a bit. Also the visual on the cannons shooting was a nice touch!
Really good job!
Nice job on this one. I thought the game was fun, having to balance between dodging and abducting the humans. Yes, I could have lived longer if I just focused on dodging but I was to abduct every human that shows up. I think the humans could have spawned more frequently though. I enjoyed the difficulty ramp up where the cannons started shooting faster and the planes started showing up. Also, I enjoyed the little touches like the cannons going "Pew" and the warning before the planes flew in. The music and art were also well done, I felt they added to the project quite nicely.
I really enjoyed this one :). Got to just over 50 Abduction, and 175 Time Survived. Good job on the art, audio, and gameplay. Reminds me of classic arcade games. Looking forward to what you have coming in the future!
Endless Alien Abductions:
Credits / Special Thanks Goes Out To Everyone Involved!
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Game Design/Developer: Colin Litchfield (@ colin.litchfield) / (brainwavecreations)
Pixel Artist: Rafael Dimitri (@Dimitirinhas)
Sound FX Artist: SubspaceAudio (https://opengameart.org/)
Music Artist: Ozzed (https://ozzed.net)
Song Title: "Failen Funk" - 8-bit Run 'n Pun
https://twitter.com/OzzedNet (@ozzednet)
https://www.youtube.com/c/OzzedNet
Controls
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I have the controls inside the game for each game mode, but I will list real quickly here as well.
Player One: W, A, S, and D keys to move, Space Bar to abduct
Player two: Arrow keys to move, and Enter key to abduct (Enter on numpad works as well). Use whichever one is easiest for you.
The Process
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I had such a great time working on this game for the Opera GX Game Jam contest. I've learned so much over the last couple of weeks. This was my first project from start to finish using GameMaker Studio. Basically just flying by the seat of my pants, and learning as I went.
All the visual assets were created during the Game Jam time period provided. The audio assets I found along the way, and all are under the CC0 license, meaning they can be used for pretty much anything. I got the okay from all the creators before hand, either way. Please see the credits, for more information on the creators. If we can get this game into the top 3 line-up, everyone involved will be getting a cut of the cash prize. I appreciate everyone who was there to support, and help with this project.
Once I found out the theme of the competition was "UFO", I had 10 different ideas of games I could create within the limitations. I picked one out of the many, and ran with it. Found a pixel artist that very same night, and he created all the pixel art you see in the game, based on a quick mockup I threw together within an hour or so, and created a video to show what the gameplay would be like. I sent that video out to several artists, and found the perfect match for this project. It's exactly how I imagined it from the start.
You basically play as a UFO(s), dodging incoming projectiles from the turrets below. Airplanes will come in later on in the game, randomly flying in from the left/right hand sides of the game screen. I have plans for more types of projectiles, and obstacles in the works. Most objects have been created using State systems. The possibilities are endless, and I already have several ideas, of game play elements to add to the game.
Game Play
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You play as the UFO(s). You must dodge ever increasing obstacles the longer you survive in the game, while abducting as many civilians as you possibly can. I've designed everything to be easily tweaked inside of GMS. From the movement speeds, to spawn rates of all the objects, as well as how quickly everything increases in speed. This makes it very easy to adjust the difficulty of the game, and how quickly things ramp up over time. Everything slowly ramps up in speed, and difficulty as the game progresses using simple timer systems.
Objects that must be avoided slowly get faster and faster the longer you survive! I have yet to survive long enough, to see the max speeds of the objects. But, they will eventually reach a max speed. In One Player mode I believe everything reaches max velocity, at about 400 points or so for the "Time Survived" score. In Two Player mode things ramp up a bit slower.
Speaking of scoring. Your scores consist of "Time Survived", and how many civilians have been abducted. Both are pretty self explanatory. Time Survived, keeps on counting up, the longer you survive inside the game. The Abduction Score, is based on civilians abducted. Green folks give you one point, while the red folks give you two points towards this overall score.