Hone your pilot skills in solo or co-op survival matches and challenge your friends to a competitive match. Outmaneuver your opponents, take cover behind asteroids, collect bigger guns and take down your enemies! Hyper Ultra Astronautics is an intense local multiplayer space arena shooter for 1-16 players. Run the game on almost any PC. Play using keyboard, mouse or gamepads. Or join the match using your mobile phone as controller.The game is currently in open beta testing. While it's primarily a multiplayer game, the survival co-op mode can be played solo too.
Polychoron is a simple but challenging zero-gravity 3D shoot'em up in endless series of unique mazes. Designed for hassle-free short game sessions. Available on Windows, Linux, Android and Web.Navigate your way through mazes filled with hostile drones and deadly machinery. Survive longer, take out more hostiles and collect more score than others to get your name on the global high score table.The game is currently in development and I'm looking for feedback!
I tried the game quickly on Linux. Controls feel good and responsive although the high friction felt a bit strange in space. I don't think that bothers most people as it makes controlling the ship easier. I have just been playing too much my own similar space game with physics based controls :)
Graphics look really nice and consistent. I also liked the overall atmosphere, mostly due to the music and sounds. One tiny detail: The panning on the sounds seems to be too strongly based on location. If sound source is even a tiny bit to the left of my ship, there's barely any sound coming from the right speaker.
I had trouble figuring out what I was supposed to do. Need some instructions for first-timers.
The game froze a couple of times for a short while (~1 second), probably due to some network sync problems. I think it happened when I picked up stuff.
Good and simple concept. I too had trouble figuring out that you control movement speed by touch position. I don't know why, because now that I read about it here, it feels so obvious.
One problem I had was that when the bullets started coming from bottom of the screen my hand/finger was often blocking my view. What makes it worse is that there's less time to react as the distance to my dot is so short. Maybe there could be some sort of warning/indication at top portion of the screen before bullets start coming from the bottom edge..
The graphics drawing could use some anti-alias or higher resolution (if that's not the native resolution, couldn't be sure). Perfectly smooth polygon edges would make it look much better.
Many people have (at least initially) complained about the "floatiness" and tricky controls. I have often struggled with the decision between making it more beginner-friendly and keeping the realistic space movement. On the other hand, this should be easily approachable party game, but on the other hand, I like how the players keeps getting better and better at controlling the ship and can eventually pull off impressive maneuvers using inertia to their advantage.
Thanks for the feedback!
Thanks! It's good to hear someone else appreciates the realistic-ish spaceship movement. I personally think that's a defining feature of the game. I have questioned my decision many times after getting feedback saying "the controls suck" (while player expects the speed and direction to change instantaneously).5 years ago
I like the minimal style, the sounds are a good fit for game like this and it was fun to play.
While the controls work well, I would have preferred a bit "tighter" control, especially on keyboard. I understand that it's probably the intention to make the ball feel heavy but I had trouble making larger corrections. Once ball started moving there was no way to stop it before it fell of the road. Is the horizontal speed limited? Perhaps lower speed limit would prevent the ball from getting out of hand so easily..
Thanks for playing the game!
There is no way to regain heath, although some power-ups like the shield module will help you avoid taking damage. This is intentional and unlikely to change.
It seems I will have to make it more obvious to the player how things work. I have some ideas on how to make navigating easier. Perhaps adding actual wires going from the power boxes (the red thingies) to the laser screen would make it more clear that destroying them will turn the screen off.
As for the level exit teleports, I didn't know they are that unclear. I don't know which version you played, but in the web version the teleports do look boring due to the lack of distortion effects. I will see if I can find some way to make them look more like exits.
The game is fun to play. Graphics and sounds are good, definitely a good fit for a puzzle game like this. It could be a bit faster and start giving the more complicated blocks sooner.
How is the game supposed to end? I played for quite some time and eventually got to a point where none of my blocks fit anywhere but the game just kept on going.
Thank you for the feedback!
I assume you played the web version because it has a bug that makes the text color much darker blue than in the other versions. I will have to fix that at some point.
The game does need to make the objectives more clear and add some instructions. Currently the controls are only documented in readme.txt -file and on the website. There will be an in-game help screen once I have implemented configurable controls. As for the level exit teleports, laser screens, and the green things (score and score multiplier items to collect), I need to make them more intuitive. I'm trying to avoid adding a tutorial. We'll see if I have to change my mind..