A downloadable game

Things come at you from everywhere and you gotta fight them! This is a very straightforward game, shoot things, don't touch things, get points. Your jetpack is a very zippy thing, it's best to maneuver with quick taps of the d-pad. The buttons shoot left and right. You'll bounce off the screen edges. New: Pressing A and B at the same time drops a time bomb. This bomb does a lot of damage but due to its delay and small blast radius it's tricky to use.

I consider Omnifighter to be a work in progress at the moment, it has 16 waves that take about 3 minutes to complete (if you can survive that long, that is) including two bosses. My goal is around 40 waves (5 stages of 8 waves each, with a boss at the end of each stage) but I still need to come up with enough wave ideas to fill that out and I want to make sure the concept is working. Owing to this WIP nature I've left in the FPS counter and the menu provides options to start at any wave, this will probably disappear in a completed version (or at least be limited to the highest wave you have reached). I intend to get some royalty-free music to put into the game later on as well.

There's currently no highscore tracking as the game is still heavily in flux so scores would not remain meaningful for long.

Extra lives are granted for killing bosses but only up to your starting amount, that way they can make up for mistakes earlier in the run.

I would love feedback on the game, how the game feels, how the difficulty flows across the game length (unexpected spikes or troughs and such), how the speed of progressing through waves feels, are bosses too tanky or flimsy, etc. I expect it to take quite some practice to get used to the physics and maneuvering with enough precision for the threats you face in the game.

Changelog

WIP 4:

  • Added music licensed from AudioHero (hence the massive file size increase)
  • Added third stage including boss (waves 17-24). Its massive beams can be destroyed with well timed bombs but that's no easy feat.
  • Replaced the movement speed option with an easy mode toggle, this makes all non-boss enemies 20% slower (spawning, movement, shooting). The toggle only takes effect when starting a run. Unfortunately I can only have 3 custom menu options at a time.
  • The wave bonus counter is gone, instead you get a message about the points you got at the end of a wave. You can check the current bonus amount (as well as a bunch of other numbers) on the pause screen if you need it.
  • Extra lives are granted at 10000, 30000, 50000, ... points, these increase the maximum as well (boss kills do not).
  • Probably a lot of various changes all over the place.

WIP 3:

I hope I can remember everything...

  • Timebomb attack (A+B) added
  • Boss HP increased to account for additional damage from Timebomb, the fights will still be quicker than before if you can land a few bombs.
  • Time-based wave bonus added, display might be too obnoxious?
  • Points for enemy kills increased, points for boss kills decreased
  • Defeating a boss restores a lost life (if you have less than 3 remaining) and makes you temporarily invincible
  • Some waves changed or added

WIP 2:

  • Added a more visible shield effect while the player is invincible after respawning
  • Replaced loop selection in the menu with a speed selection. 

Download

Download
WIP Release 4 9 MB
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WIP Release 3 48 kB
Download
WIP Release 2 45 kB
Download
WIP Release 1 44 kB

Install instructions

Use the Side-Load function on play.date and upload the game, it will then appear in your Settings to download or will download automatically after some time.

Development log

Comments

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I’m really enjoying this. Love the score chase elements and it’s really fun to just pick up and play. Can’t wait for a final release!

I could totally see this on the catalog if it had slightly better graphics. (i would buy it if it was (and if it had online highscore))

(+1)

I really like this! It’s hard (which is good) and I’ve not finished it yet, but I get strong Dropzone vibes off it. One thing I’d like would be a more visible player character, it can be a bit hard to see. 

Hm, I'll have to see what I can do, the player sprite is small to give you a lot of room to maneuver and I'm not a big fan of hitboxes that are significantly smaller than what you can see on the screen (there are a few pixels shaved off in every direction but it's no modern shmup level discrepancy). I always just assumed the prominent trail of beams emanating from the player sprite makes it easy to find on the screen.

(+1)

So I’ve played this again tonight and this time my lighting was better…when I played it first, the light was ok but not ideal and I think that’s what caused my problems. 

Playing it under brighter light today I could see my player just fine :) I really like how careful you have to be with the controls, or else you go bouncing round the screen madly!