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  64 Pixels - [larger sectors] [boids flocking] [bigger battles]  (Read 15083 times)
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Offline shingekinolinus
« Posted 2016-01-23 00:08:19 »

A few months ago, I was working on a game called StellarF(x). The problem is, I was so focused on adding as many features as possible and totally forgot about balancing the mechanics or making enough content. The game eventually ended up as a mashup of everything and nothing at the same time.

This time, my main focus is to create an easy and enjoyable gameplay, and thus "64 Pixels" was born.

This is a universe where each pixel is a world of it's own
Your goal is to capture all pixels

Controls are very simple: WASD to move, left mouse button to shoot.
You capture a pixel by shooting it's center building

Click Here


Tips and tricks:
  • Work together with your teammates, going solo will not win you the game
  • Gather dropped "bytes" to level up, each level increases health and fire rate
  • Protect yourself by hiding behind your own buildings
  • The minimap (right side) shows useful information, flashing red means a pixel is currently under attack
  • The center building spawns 3 soldiers every 10 seconds, capture it for more production
  • The square in each corner is a turret, a turret can be rebuilt every 8 seconds
  • Capture the center building first before destroying the turrets, this way they are rebuilt as your own

This is still a very early stage of the game, I welcome any criticism/suggestions.

Post your highscores below, mine is 198 seconds

Edit 2016-02-03:
Some optimization using QuadTrees, added bubble effect when moving from sector to sector.
Now it shouldn't lag so badly.
Offline FabulousFellini
« Reply #1 - Posted 2016-01-23 00:53:40 »

This is a really fun game.  The controls are very smooth, and the graphics are simple yet really work.  Nice job  Smiley

Offline shingekinolinus
« Reply #2 - Posted 2016-01-23 01:02:48 »

Thank you very much, I'm glad you liked it  Grin
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Offline Emmsii
« Reply #3 - Posted 2016-01-23 08:15:52 »

Woah! Great idea! Just tried it and got 165 seconds.
Offline ii8

Junior Devvie

Medals: 1
Exp: 3 years

« Reply #4 - Posted 2016-01-23 16:08:38 »

Nice and funny! I really like idea! Wink
Offline shingekinolinus
« Reply #5 - Posted 2016-01-23 21:25:36 »

Woah! Great idea! Just tried it and got 165 seconds.
Nice and funny! I really like idea! Wink

Thanks for playing my game, I really appreciate it Smiley

Right now the gameplay seems alright, but the AI is a bit stupid (rushing single soldiers into enemy strongholds), I should fix that soon.
Offline J3698
« Reply #6 - Posted 2016-01-24 01:41:08 »

Nice! Bad on me for not realizing what LMB was XD. This is small, but when I lost, i started taking so much damage my health bar was going negative.
Offline shingekinolinus
« Reply #7 - Posted 2016-01-26 04:05:48 »

Hey guys, thank you so much for your support  Smiley
I've made a few changes to the game:
- removed use of "gateways", simply move across sides to teleport
- added "boids" flocking AI
- much larger sector size
- faster spawning and bigger battles
- modified HUD layout
- nerfed initial player, faster level up

<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>

Offline shingekinolinus
« Reply #8 - Posted 2016-01-26 04:19:48 »

Right now, I'm still trying find a way around the unstoppable ball-of-death. Tongue

In the next update, there should be more strategic elements, for example using collected bytes to upgrade your base(s) etc. This way not only will the game go on for longer, but the player will also get to make some interesting decisions.
Offline VaTTeRGeR
« Reply #9 - Posted 2016-01-26 09:34:38 »

The game starts lagging badly after while, when there are too many units in the friendly ball of death.
Another thing I observed was that they stopped advancing once they captured 3/4 of the map.
The game itself is sweet tho, i really like the concept and I think you can make a lot out of it.
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Offline shingekinolinus
« Reply #10 - Posted 2016-01-26 12:24:20 »

Thank you very much for pointing that out. I've been testing the game on a workstation so I really didn't pay much attention to performance. Should fix that as soon as possible with some spatial partioning or multithreading. However I'm pretty busy this week and the next alpha might have to wait for a while (sorry).  Undecided
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