Posts Tagged ‘scrolling’

Irukandji (PC) Review

Sunday, December 13th, 2009

I first came across Charlie’s Games whilst wandering around Direct2Drive’s indie section – well, strictly speaking I’d already played Space Phallus but didn’t put two and two together until an impulse purchase of Bullet Candy EX whilst I was at the till with a copy of Witch-Bot Meglilo (and there’ll be more on that here at some point) and to be brutally honest I didn’t really enjoy Bullet Candy as much as I’d hoped. I suspect that’s because it “arrived” at Bullet Mechanics HQ at around the same time Geometry Wars: Galaxies and a Wii Classic Controller reared their respective vectorised and plastic heads, but for the pennies that Charlie was asking I certainly didn’t regret the purchase.

Irukandji in-game 1

So around a week ago when some of the indie gaming blogs I follow mentioned Charlie’s latest release, rather than downloading the demo and spending a while umm-ing and ahh-ing about actually purchasing it, I did my best “I’ll by that for a dollar” impression whilst throwing a couple of the aforementioned at him, grabbed the full game, played a couple of times whilst I got the controls configured the way I wanted and after that it was a case of not resurfacing for around four hours when the caffeine levels in my blood finally dipped far enough to make the entire world go blurry rather than just the screen.

Irukandji in-game 2

Irukandji is a score attack shooter so, unlike games where the emphasis is on completion, in this case the objective is to rack up as many points as possible before sending the score to the interwebs to laud it over other players and/or get laughed at. To that end, Irukandji only has the one level, set in an underwater trench that is inhabited by hordes of glowing marine life, and the player is left to their own devices as to how they maximise their scoring within that level. There are six ships each with their own main cannon and mega weapon (four of them have, the fifth offers a damage multiplier and the sixth instead has “hyper mode” on the main guns when fully charged) to collect in total, each requiring a different approach to use properly.

After a number of nasties have been atomised, the player is rewarded with a power-up item; to begin with these are P icons that power up the ship’s weaponry and once it’s been maxed out they change for S icons that bump the score multiplier and it’s learning how to use that multiplier and indeed how to farm for as many S pods as possible with each ship that is a major factor when going for the big bucks. Another requirement is that the player doesn’t die at any point, the reward for a “perfect” single life completion is always welcome and death powers the ship down and resets the multiplier.

Irukandji in-game 3

I’ve never been a score or indeed achievement whore personally (which is incredibly ironic when you know that both Vinculum and Quantizer are about maximising score) but I was well and truly grabbed by Irukandji and at the time of writing have seven of the eight achievements lit, all six ships unlocked and rank in the top ten online scores with four of those six ships – I am needless to say rather smug about that, irrationally so in fact considering the chasm between my scores and those at the top of the table. In fact, this post would have been up about forty five minutes earlier if I’d not spent most of that time trying a few potential ways to up my score!

Charlie is only asking a minimum donation of a dollar for Irukandji and, whilst it’s not a huge epic of a game, there’s enough in there to keep most players busy and those with a truly competitive nature are going to bloody love the thing. If you’re not sure there’s the demo and you can try before you buy, but if you consider yourself a shoot ‘em up fan, at the very least give it a whirl.

Vinculum released

Sunday, August 24th, 2008

Yay! i didn’t really get around to documenting any more of the process, but Vinculum has been released in it’s “competition form” and i’m in the process of setting up a website for a new “venture”; to paraphrase the old bank advert where the businessman asks people at work, friends and everyone else apart from his wife before making a life-changing decision, i’m “going it alone” or more accurately i’m going to have a go at setting m’self up as an indie developer with this project in a greatly expanded form as a first product if all goes to plan.

I’m in the middle of a…

Thursday, August 14th, 2008

As usual, my sidetrack has become sidetracked… there’s been a series of rapid prototyping sessions on the ShmupDev forums, each lasting a couple of weeks and with a theme set by the previous winner and i’ve been putting something together over the last day or so for the third of these sessions which has a theme based around chain reactions. The game in question is called Vinculum for a couple of reasons; partly because it’s nice and spacey-sounding and that’s a Good Thing for a shoot ‘em up… but mostly its because “vinculum” means “that which unites or binds”, like a chain and that’s what the game is about.

The objective is simple, the player is assigned three standard issue spaceships with forward-firing lasers and nothing else, then sent into battle; blazing away works quite happily but is absolutely guaranteed to result in appalling scores. The secret to racking up the points lies in using the parting shots fired by the enemies against them, when a nasty is shot it explodes rather prettily and disgorges a ring of bullets and, whilst fatal to the player, they’ll also blow up any other nasty they rip into. Since that’s how chains are created, the true skill is to fire as little as possible and figure out the best ways to create chain reactions that do the rest of the work for you. Every shot the player fires decreases the chain multiplier, every nasty destroyed by a chain reaction adds to it and losing a life with reset the thing entirely. Here’s how it looks, running in windowed mode:

Vinculum :: preview screen

Vinculum :: preview screen

Yeah… it’s a little hectic, what has happened is a row of seven nasties all stacked up across the screen and i’ve shot the one on the left; that’s blown up, peppered the nasty to it’s right and so on until the second to last has just detonated and is about to blow the remaining nasty to kingdom come, all whilst i dodge like a lunatic between the bullets. Even at this stage of development with just five attack waves installed, Vinculum has been proving pretty good fun to play and i’ve been enjoying the testing, in part because i’ve been placing the waves in ways that i hope will require a little thought. All it really needs to be complete is a soundtrack (which i’m pretty sure i can sort out, i’ve been listening to the second level tune from Patriot Dark whilst testing things out) a little more presentation work and then i have to arrange lots of fairly intricate attack wave data… perhaps i need to think about an XML processor for the Alien Release Scheduling Engine’s attack waves?