Never thought I would see a let's play of a game I made! Thanks for playing!
Your comments about the length of the game are valid. I went with 6 stages with 10 levels each because the game that inspired me also had ten levels per stage. Given that I was struggling to come up with formations by the end of development, perhaps I should have cut it down quite a bit.
A level select or the ability to save and come back later might have been good options to combat fatigue too.
Regardless, I hope you found some enjoyment in it and thanks once again!
Your game is an interesting take on space invaders so had to try it out and your game is pretty fun so somebody had to make a video of it eventually we just happen to be the first ones.
Having 60 levels is good to have enough content for the player but it needed a break to save progress or something big like a boss to fight to feel more like your accomplishing something per stage. A level select could let players choose where to continue from if they want to just finish the game or get a better score by starting from the beginning. It allows for more freedom than saving from one specific spot.
Yeah we had a lot of fun with it just fatigue did set in after a while mostly to not knowing how long we had left.
Thanks for your feedback, I will definitely consider your advice going forward!
I did actually want to have boss fights, but there isn't enough graphics memory in TIC-80 for me to create large boss enemies! A lot of the design of this game is driven by the limitations of the system I developed it for, which is definitely a double-edged sword.
You're too kind! I wanted to make the game a lot less serious than an invasion story, so I decided to do a spin on the concept where the alien was actually very apologetic about what was happening!
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Would you be able to add the cart too please?
Made a video
Never thought I would see a let's play of a game I made! Thanks for playing!
Your comments about the length of the game are valid. I went with 6 stages with 10 levels each because the game that inspired me also had ten levels per stage. Given that I was struggling to come up with formations by the end of development, perhaps I should have cut it down quite a bit.
A level select or the ability to save and come back later might have been good options to combat fatigue too.
Regardless, I hope you found some enjoyment in it and thanks once again!
Your game is an interesting take on space invaders so had to try it out and your game is pretty fun so somebody had to make a video of it eventually we just happen to be the first ones.
Having 60 levels is good to have enough content for the player but it needed a break to save progress or something big like a boss to fight to feel more like your accomplishing something per stage. A level select could let players choose where to continue from if they want to just finish the game or get a better score by starting from the beginning. It allows for more freedom than saving from one specific spot.
Yeah we had a lot of fun with it just fatigue did set in after a while mostly to not knowing how long we had left.
Thanks for your feedback, I will definitely consider your advice going forward!
I did actually want to have boss fights, but there isn't enough graphics memory in TIC-80 for me to create large boss enemies! A lot of the design of this game is driven by the limitations of the system I developed it for, which is definitely a double-edged sword.
Thank you!
More than a clone, it's a ingenious parody of space invaders, especially because of its title: Accidental Alien Attack!
You're too kind! I wanted to make the game a lot less serious than an invasion story, so I decided to do a spin on the concept where the alien was actually very apologetic about what was happening!