August 20th-23rd, 2010
Theme: Enemies as Weapons

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HeadOrb

by flashkick - Competition Entry

Use the Z and ARROW keys to move.
Collect heads to shoot with and to use as armor.
The game ends when the core gets damaged.

Tools Used:
Languages - AS3 (with the Flixel framework), Perl (used in a lame conversion script)
IDE - FlashDevelop
Graphics - ArtRage, Paint Tool SAI, Photoshop
Sfx - Sfxr
Utilities - lame, building tools, vim

Downloads and Links


Ratings

#40Coolness15%
#43Graphics3.46
#65Theme3.46
#70Audio2.44
#88Overall2.85
#93Fun2.65
#98Humor1.95
#131Innovation2.54
#166Community1.15

Comments

jakkarth says ...
Aug 23, 2010 @ 7:15am

Strangely, I wasn't expecting a side-scroller this time around, but here it is! I love the left-to-right choice as well, much more intuitive than the usual right-to-left of the incoming baddies. Theme connection is par for the course, but the implementation is humorous. The art style adds to the whimsical feel. Nicely done! Post some screenshots, updates and a timelapse next time around :)

Danik says ...
Aug 27, 2010 @ 1:50pm

Nice graphics. I had problems collecting the enemies without getting hit, because their shots move at about the same speed so they were hard to avoid.

John Axon says ...
Aug 28, 2010 @ 9:31am

Solid title. Great art. Controls well. Good humor. I like how you can play more aggressive and shoot armor helmets before they come out.

I feel like the difficulty curve starts really hard and then gets harder. Maybe if it didn't ramp up so early or if it started a little easier.

One quick idea. To help you dodge the bullets more easily, what if when you hold Z, your ship shrinks and when you let go, you resize and shoot out the helmet. What do you think?

Great game!

Covenant says ...
Aug 28, 2010 @ 11:29am

Interesting idea... contrary to jakkarth, I like my side-scrollers to be the other way around (right to left)... :)
Art is very good, although from a technical standpoint, the game slowed down when too many enemies were on screen, which detracted from the gameplay experience

localcoder says ...
Aug 30, 2010 @ 2:33am

ha, I love the economy of enemies = ammo = health, and the art is great.

It's a bit annoying that the dead enemies and their shots move at such a similar speed (as others have said). Also, the game feels like it really wants background music - even a simple beat would add a lot, I think.

Henry Blank says ...
Aug 31, 2010 @ 12:16pm

I like it !

Like others said, ennemies = ammo = health is a great idea. Maybe add some way to dodge the ennemy shots (make them curb, change the speed, shrink the heads...) ?

Otherwise, the audio is good, and the background is lovely :)

stqn says ...
Sep 3, 2010 @ 2:39pm

Quite good, I'm almost tempted to play a second time. The bullets moving at almost the same pace as the heads surely adds to the difficulty, but it didn't annoy me. Maybe it was a bit too hard though (I got 25 kills on my first try.)

Small problem: the screen blinks from time to time as if it wasn't drawn with double buffering (under Linux, might be a video driver or flash problem.)

HybridMind says ...
Sep 3, 2010 @ 8:53pm

Managed to get 84 kills by my third time. This game is pretty funny and cool. I like the bizarre aspect of collecting heads as "lives" or armor. It seems to me though that the timing of the heads and the bullets could be improved to provide a better experience. As it is there is a non-fun logjam that sort of occurs that makes it too hard to collect many heads safely. It is a cool combo mechanic where you can use one well shot head to win back multiples if you can collect them. The game doesn't really scale up that fast or introduce any new elements but it is pretty fun for what it is. The graphics are well polished too.

pekuja says ...
Sep 4, 2010 @ 11:43pm

Seems like I never actually took any damage?

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