
SpeedImpact
Incremental space impact lite, with a bit of bullet hell.
This is more of an alpha version, if anything.
Bug report and feedback is much appreciated, thank you in advance.
Controls:
[
WASD, for movement;
Q/E, swap laser types left/right;
SPACE to shoot;
(if you have the first skill in the skill tree, and are fighting a boss [Enter] drops the nuke, scales with your score)
Z to use bullet time, when the top left yellow bar is full
]
Xbox controller layout: (it kinda clashes with the steam controller overlay)
[
LeftPad or DPad, for movement;
LT(LB)/RT(RB), swap laser types left/right;
X to shoot;
(if you have the first skill in the skill tree, and are fighting a boss [Y] drops the nuke, scales with your score)
A to use bullet time, when the top left yellow bar is full
That 3 bars button (☰,㊂) to select buttons
The window button (⮻) to go back, equivalent to ESC. Also opens the pause menu.
]
** Lore **
Four prisoners somewhere in the solar system, somehow, managed to escape on a stolen ship, top of the line and fast. Now they are crew on an fleeing ship.
So, shoot, don't get hit, and run.
That is only way to evade their pursuers, so they can hope to disappear in the old world.
** Lore end **
Some Long term goals:
- More skills on skill tree (and points rebalance)
- Finish enemy pixel arts, and more enemy variety.
- More maps and bosses (better bosses, currently the bosses are more of a draft what I want them to be).
- A 3 second long cut-scene at the start and in the first death.
- Local multiplayer, someday, 2 ships playing together.
QA:
- Why graphic bad? Most of the graphics are just place holder, and I am more of a programmer, less of an artist
- Will this ever be released? Maybe, but putting a game on steam is not free
and I am broke.
Credits and thanks for:
- Laser sound effects by dklon: https://opengameart.org/content/laser-fire
- Background music by: https://loyaltyfreakmusic.com/
| Updated | 2 days ago |
| Status | Prototype |
| Platforms | HTML5 |
| Rating | Rated 2.5 out of 5 stars (2 total ratings) |
| Author | Crystallon |
| Genre | Action |
| Made with | Godot |
| Tags | 2D, Bullet Hell, Godot, Incremental, Indie, No AI, Pixel Art, Short, Simple, Space |
| Average session | A few seconds |
| Inputs | Keyboard, Xbox controller |
| Content | No generative AI was used |
Development log
- Beam warning shot2 days ago
- Buffer update5 days ago
- All about that bass6 days ago
- General updates7 days ago
- New.. enemy? type9 days ago
- Fixes and new gate sprites11 days ago
- Transitions and animations12 days ago
- Menu fixes13 days ago





Comments
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Played in firefox
+ Graphics, especially background.
-- Game getting stuck for seconds in gameplay after getting upgrades.
-- GUI issues when purchasing upgrades, also have likely has constrain issue when buying and cancelling.
-- Controls are not very intuitive, and some mouse actions seem required to switch from scenes.
A solid prototype of a old school space impact like game, very straight forward as you would imagine. Some bugs and issues listed above.
- Feels like player tempt missing more shots on enemies, especially since they wont dwell, landing another one is pretty hard. Getting hit feels much easier, maybe a hit box shape issue but it is a design thing.
- Weapon upgrades are negotiable, shielding shot are very strong you can mostly ignore any damage while others are almost identical in game compare to default laser.
- 'Speed', I can somewhat see the game encourage you to limit brainless shooting and collect the speed gauge, but other than a multiplier I don't feel it gives much 'fun' as for playing.
The second section is more about design. I think in a horizontal space shooter game players(at least me) look for things like massive destruction with a powerful ship against mobs, very different weapons(sometimes not what you want but you just picked it up) and dodging/blocking visually crazy bullet hell.
Hello! First of all, I'd like to thank you for checking my game out!
As for your feedback, it is appreciated and your points are well made. I will try to answer them as best as I can.
- About the skill tree,
Well... you see, I released the game and saw that problem too, then proceeded to get *very* sick. I now, made a patch, and think, it is fixed.
- As for the performance,
Yes, Godot web export is not happy with the game for some reason, I am now trying to find solutions for this.
(When exporting for Linux/Windows the game runs smoothly, so it could be some particle system making the game [and me] unhappy)
- And for the lasers,
It does indeed feels that the other lasers (besides the shield one) are not strong enough.
I will try front-load some of the skills from the skill tree, and then buff them some more. (Some thinking needed here).
- Finally, (and maybe the most important point?) the fun related stuff.
: My idea for the gameplay (in the map part) is like:
-- You don't get hit to keep the speed up
(if you are at max speed any score gets a 100% bonus)
--- Keep killing enemies to get score
(the more enemies you kill, more enemies will show up)
--- Unlock interact-able(s) from the skill tree to get score and speed boosts
(currently there's 1 only)
--- A lot of bonuses from the skill tree scale with speed, which helps to kill more enemies
On the skill tree, you can get multipliers on enemy kill, near-miss (bullet and enemies) to boost the score further, and help you to keep the speed up.
Now what you do with all that score,
-- After some score X, which depends on the map, you will meet a boss for that map/planet (which is growing closer on the background)
--- The first skill on the skill tree is a boss nuke, that nuke scales with score.
-- Better runs, means you can either skip boss phases (if the boss has phases) or just one shot the boss, with *big* damage.
In this part I think I need to fix/communicate this better. As for how, I am currently not sure.
- Maybe buff the enemy spawn rate, for starters
- And I guess more appealing enemy/boss visuals (for them and their bullets)
Since 'fun' is subjective a *lot* of thinking will done about this, and nothing is set in stone. (Honestly a skill tree overhaul is inevitable)
As for some plans,
-- I do plan to make more maps with different enemies planets and bosses
-- Also a small hub to select your map, with score tables and statistics of previous runs. (The base for this is already in game I need the UI)
At the moment I am planning a local multiplayer, like 2 ships in one session, but that's very far away, for now (skill issue on my part).
I wrote all this and forgot about the controls (web release breaks the game options menu, so I hid it for now) in the meantime I will try to look for a better layout and update the description, but its basically:
[
WASD, for movement;
Q/E, swap laser types left/right;
SPACE to shoot;
(if you have the first skill in the skill tree, and are fighting a boss [Enter] drops the nuke)
]
If you read this far, thank you for your time.
Also, I appreciate the patience.
(this is maybe my second ever Godot project, being the first I even published anywhere, so there are a lot of things for me to learn)
Ps: Lots of things to do as of now, I will try to tackle them one at a time.