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adamtep

44
Posts
1
Followers
5
Following
A member registered Jan 04, 2023

Recent community posts

Idea prievious level 1 art as 5 level.

Great idea! :)

(1 edit)

Hype.

(2 edits)

Support drone destructible? Idea 2 drones, first destructible, second no.

(3 edits)

Idea upgrade system current/new change in options/random/previous special bonus map with other rules/prievous upgrade system for next support drone.

Hype.

Small enemies cute

(5 edits)

Great. Base mode most important for beginner player, explore other advanced modes later, if he like game. :) Old patterns in options/in future level creator for inbalanced fun :). I hope that ideas from different comments in different places no problem.

(4 edits)

Nice. Current shot version in diffrent mode, roguelike mode for example/different fighter, random level 1 art/prievious level 1 art in options, maybe prievious boss chunk effect/random boss chunk effect. What about new enemy patterns?

(1 edit)

Hype.

(2 edits)

diffrent colours simultaneously option and mixed colour and random non bleeding possiblity for every enemy/every hit

Another crazy idea. Enemies creator inspired Warzone 2100 rts.

Its crazy and unbalanced maybe but its sense of this.

(1 edit)

Yes, diffrent ideas for diffrent players tastes in one game.

(5 edits)

Enemies units visual design/roles inpiration source. https://faforever.github.io/etfreeman-db/#/ and Ashes of the Singularity: Escalation rts.

(6 edits)

Idea level creator player set custom own made scripted enemy waves for strange scenarios on standard maps. And suggested scenarios with for example scenarios old game versions scripted enemy waves on map if update change it. Freedom buff replayability.

(15 edits)

Current systems versions nice, have own charm, i like it, use them in other mode/other fighter or combine with other ideas for systems. Shop in between levels great idea for deeper gameplay and another permament optional upgrades system in menu too. During each run fighter will gather credits that player can spend between runs to unlock new abilities and permanent upgrades like in STHELL, fast-paced, roguelite arena shooter fps. Have all. Generally i like permament progress if you don't need hundreds of hours to unlock all. :)

retain the full shot upgrade as upgrade idea.

(2 edits)

For curiosity shot and upgrade system fully rebalanced, what changes? :)

Thanks :)

Great game with develop potential.

Nice

Nice.

(10 edits)

Thanks, Great idea. Random soundrack at the beginning of the mission another possibility. I just like variety/doesn’t like deleting features. Generally imo for example changed/replaced mechanic/system for other/deeper mechanic/system/other version/deeper version of this mechanic/system can back in for example new game variants/new abilities/modes/new characters. Another thing for game designing generally for example feature like enemies bleeding color in addition to selecting a color from the options, a random color is assigned to each enemy/with each hit nice ideas. 

Enemies encyclopedia nice idea.

(1 edit)

I hope that current soundtrack still. Its nice to listen.

Hype.

Nice.

Discord link don't work.

(4 edits)

No problem :). Sometimes i add ideas at the end of the long comment below. 

(22 edits)

https://strategywiki.org/wiki/Alien_Sky/Gameplay                https://strategywiki.org/wiki/Alien_Sky/Power-ups                https://strategywiki.org/wiki/Alien_Sky/Enemies          https://strategywiki.org/wiki/Alien_Sky/Weapons                          https://strategywiki.org/wiki/Alien_Sky/Strategies_and_Techniques  https://strategywiki.org/wiki/Alien_Sky/Walkthrough  https://strategywiki.org/wiki/Alien_Sky/Missions (bosses decriptions too)

We will watch your career with great interest

Ground units too! :)

Like games from my childhood Alien Sky and Alien Wars. Good inspiration source.

(112 edits)

Ok some enemies classic hp style without mechanic above for variety                                                          fighter levels to gain                                                         auto regeneration and repair kits                

summoning allied space fighter                                    procedural generating random enemies waves like in Binding of Isaac in alternative mode/survival mode survival mode with endless increasingly challenging enemy waves.                                            upgrades/leveling fighter progress in game model, visually evolves addiional weapons with ammo to drop and gather                                                   

walls,                                                                          mines                                                                       shields one shot block to gather, some attacks destroy more shields.selecting game level/map from menu. 

enemy mobile unit factory.              

barrier builder enemies/mine builder enemies    

hp bar upgrade

more fighters

enemies no damage from friendly fire/enemies less damage from friendly fire/enemies more damage from friendly fire                                                                                                                                                    enemies no deal damage from friendly fire/enemies deal less damage from friendly fire/enemies deal more damage from friendly fire

close combat enemies                                          enemies with regeneration                                    enemies with ressurrect                                     

fighter attack/abilities use energy collectable energy items, autoregeneration energy                            

fighter attack destroy enemy projectile, enemy projectile indestructible/enemy projectile require more hits to be destroy/hits buff/debuff enemy projectile                        enemy throw enemy in fighter enemy throw map element asteroid for example at fighter,               enemies resurrect enemies                                        events like storms, rays, asteroids on maps                  fighter weapon emp/fighter ability emp                    enemy weapon emp/enemy ability emp                          coins provide abilities/additional weapons/additional lifes/armour                                                                      fighter buff/debuffs on map in random places         fighter buff/debuffs on map in set places

Ok i fix messege look.I hope that this is nice to read for you.

(25 edits)

Nice. My brainstorming ideas:                                                    

1. additional/optional in game menu upgrades system for grind lovers                                                                                     

 2. more upgrades types for example hp/damage/fire rate/fighter speed/projectiles speed/abilities upgrades in game/in menu    3.player attacks/abilities/situalition like enemy attack/enemy attack hit/explosion enemy/expolosion enemy projectile have effect or buff/debuff enemy/near enemy/player                 

4. friendly fire                                                                            

5. destructible parts/weapons                                      indestructible parts/weapons                                                   resistant to fire hits no damage enemy parts/weapons of enemies                                                                                    weak spots parts/weapons fire more damage/additional effect    

mechanic in generation zero fps game enemy is comprised of a variety of pieces that can be roughly grouped into 4 categories hull, armour, components, and weapons.

hull refers to the structural material of the enemy. They can be shot, and will inflict damage - however, this will be slight, in comparison for aiming for another portion of the enemy. 

Armour refers to extra armour plating that enemies have. Some of these pieces are readily visible, in the form of large plates of metal. Others, however, are internal and are used to protect more sensitive equipment on more advanced machines. Armour can be destroyed, and doing so inflicts more damage than attacks aimed at a machine's chassis. In addition, doing so will typically expose a more sensitive component piece for easier damage.

Components are the representation of systems the machine needs to operate, and would be particularly sensitive to being shot. This includes things like engines and sensor modules. If possible, these should be targeted, as they will yield the highest damage to the target. Learning the location of these components on each enemy is key in making combat more manageable.

weapons. With a few exceptions, most enemy attacks are tied to a component that can be targeted and destroyed. These systems do not inflict as much damage, when targeted, as machine components, but come with the advantage of limiting how a machine can target the player. If a particular attack of a machine is proving problematic, try eliminating the threat by destroying the associated weapon.

I love aesthetic and enemies design.

(3 edits)

Great game. I would like see other map with Xenomorph Queen. From curiosity what has changed compared to version 1.0?

Nice.