W.I.P. : Type Crisis
My (first) spectrum game is now making some progess, such that I'd like to formally announce it as a 'work in progess' (complete with playable demo).
Starting the game puts the game in a playable form - a seven level demo, with suitable settings to make it 'quite hard'. Its pretty easy to understand.
The MAJOR revision/time-sink is that I've built a level editor within the game : pressing 'X' on the menu brings it up. I'd happily accept anybody's levels to put into the finished game! It's not entirely simple to use, but it IS usable.
Grab the demo here: http://www.andyjenkinson.com/TypeCrisis043.z80 (updated 8/9/11)
And the readme here: http://www.andyjenkinson.com/TypeCrisis.txt
Feedback VERY welcome.
Here is a screenshot (of v0.4.1 Stage 5)

(and v0.4.3 Stage 3)

(and the level editor in action)
Starting the game puts the game in a playable form - a seven level demo, with suitable settings to make it 'quite hard'. Its pretty easy to understand.
The MAJOR revision/time-sink is that I've built a level editor within the game : pressing 'X' on the menu brings it up. I'd happily accept anybody's levels to put into the finished game! It's not entirely simple to use, but it IS usable.
Grab the demo here: http://www.andyjenkinson.com/TypeCrisis043.z80 (updated 8/9/11)
And the readme here: http://www.andyjenkinson.com/TypeCrisis.txt
Feedback VERY welcome.
Here is a screenshot (of v0.4.1 Stage 5)

(and v0.4.3 Stage 3)

(and the level editor in action)
Post edited by uglifruit on
Comments
:-P
Edit..no, every time i start the game it ends with out of time.
I should probably have changed that in this 'public' build, to reset it when you 'started' a game.
redballoon, this should cure your restart woes (although the clock is 'tight' on the default settings!).
Setting the timing to 'FIXED' and the speed to around 35 makes the game considerably more friendly. I have got rather good at this, and my default settings reflect that.
I'm not sure if I'm missing something or not :-?
The stage 1 begins. Two letters appear in windows. Later some guys appear in the same windows. I press both letters and it's suddenly "Well done. Stage cleared" and fanfares. It lasted less than 5 seconds.
Is it supposed to work this way?
By stage 4 (which has five baddies, 'A', 'B', 'C', 'D' and 'E') things get much more tricky. Stage 6 is very hard imho.
Stages 1-3 can be seen as a 'tutorial stages' (Stage 2 and 3 deliberately use keys that physically use similar layout to those on the screen).
...And if you find the stages too easy, use the built in level designer ('X' from the menu) to make a really awkward combination of letters/placements! (User stage is 'Stage 0').
p.s. The tunes can be skipped with a press of any key, and completing a level awards a time bonus for the next stage (as well as more points).
This adds a bonus 'Kill Spree' mode which is awarded for finishing a level after a run of 8 consecutive 'hits' and no 'misses'. The next level will then be played in 'Kill Spree' mode, which has a very-quick machine gun style re-load time, and no penalties for missing the targets.
Menu tweak for Skill / Speed to limit them to more useful values.
Also introduced music for menu screen.
There is plenty still to do though.