Heck yeah!! Downloading now!![]()
Yay, after months and months of work I clicked the publish button for Super Killer Hornet Resurrection!!!
For those who haven't heard of it (quite a few I guess) it's a weird math shmup, but hopefully better than I made that sound.
I know it won't be to everyone's taste but I hope you have a chance to give it a shot.
Here's the official trailer:
There is a couple of slight differences on the OUYA to the Steam and xblig version. I had to get rid of the particle effects and change to 30 FPS.
However with the extra time I've tweaked the gameplay and difficulty and think that the OUYA version is probably the most balanced of all 3.
It's also the cheapest at $2.
Please let me know what you think feedback is always welcome!
Cheers,
Paul
Wow, my day just became so much better! I'll go download it after dinner!![]()
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Anything but bees! Once I get to the bees I might be in a fight for my life!
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Ha ha, only the last level has bees so you should be good for a while![]()
Okay, so... Now I have spent an hour or so with it, and while I still want to play more to form a thorough opinion here's what I've gathered so far!
The stages are pretty with parallax scrolling, nice colors and interesting sites. The bosses are large and fun. Absolutely awesome music (switching tracks in-game is a god send), both the hip hop tunes and the "original OST". It seems many of the problems the first game had is fixed/looked over to make for a superior game in every way. Cutting the framerate in half results in somewhat "jerky" visuals but I think you made the right call on the compromising (playability > visuals). I like that we now get to choose between three ships with different abilities - I tend to use ships with a wide shot in the beginning when I'm learning the game, and then go for the traditional narrow-but-strong-shot-ship and this is possible in SKH Resurrection. Yay! The two types of weapon every ship has (rapid fire and a strong fire that slows down the movement) feels traditional in a good way, and I think it was a good choice to put them on different buttons. I'm normally used to Cave's control scheme (a total of two buttons, one for the two types of main weapon and one for bombs) but when more buttons are present then why not use them? I can definitely learn to play like this. It's nice to have an automatic rapid fire instead of constantly hammering the button.
I have two questions!
1. Is there a way to shoot in different directions? There's plenty of enemies sneaking up on the sides and I can't seem to deal with them in an effective way. Same thing with the second boss, it ends up behind me and then I just hover around, waiting for it to get back in front of me.
2. Since I refuse to play shoot 'em ups with the original controller (a second of input lag or interference can mean the difference between a highscore and an early death) I tried to play with my USB-360 controller. Everything worked fine except the d-pad. Is that something that could be fixed?
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