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The enemy is trying to attack your home base, use your invincible ship to fend off the attackers for as long as you can

How to play:

Right or Left Click + drag to move (can be changed in settings)

C, V to change background colour (kills some enemies)

Q, W, E, R to use skills, mouse to aim

Up and Down Arrow to change skills (only before use)

Objective: defend the home base from enemies, kill enemies by hitting them with the player or with skills. Change the background colour to take out enemies the same colour. 

Enemies:

Square: Normal enemies, takes 1 hit to take out

Speedy: Is faster, 1 hit to take out

Uncoloured: Can't be killed by changing background colour

Beefy: Larger, can tank 3 hits but is slower, deals more damage to base

Spawned: Small, fast enemies that may or may not be spawned by a Spawner. Will die when parent is killed (note: it can spawn by itself, don't count on it dying when you kill a Spawner)

Spawner: Spawns Spawned at regular intervals, all Spawned spawned by it dies when it is killed. Can tank 2 shots

Invisible: Is actually not invisible, just disguises itself as the background colour, can't be killed by changing the background colour, deals more damage to base

Boss: Big, slow, and can't be killed by changing the background colour. Has lots of health, deals lots of damage to base

Skills: Set your skills by using the up and down arrow keys. Using a skill locks it from being changed.

Hard Headed: any enemies that come in contact with the player takes damage

Piercing Shot: shoots a piercing bullet that pierces through enemies

Shell: shoots a explosive shell that detonates upon reaching the enemy or reaching the mouse

Wall: when moving, leaves behind a wall that destroys enemies, lasts for 10 seconds

Freeze: freezes enemies for 5 seconds, attacks deal 1 additional damage to frozen enemies

Absorb: deploys a small circle around the home base to turn close enemies to health

StatusIn development
PlatformsWindows, macOS, Linux, HTML5
Rating
Rated 5.0 out of 5 stars
(1 total ratings)
AuthorTaterTime
GenreAction, Survival
Tags2D, Arcade, Short, Singleplayer
Average sessionA few minutes
LanguagesEnglish
InputsKeyboard, Mouse

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Click download now to get access to the following files:

Instructions.txt 1 kB
Zbyu.exe 37 MB
Zbyu.exe.zip 29 MB
Zbyu.x86_64 38 MB

Comments

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You completely nailed the game's "juice" with the screenshake and the particle effect. I found the beginning to be too slow to begin with, but definitely a fun casual time!

Really an awesome game with a great concept! The feel of the game is quite fluid and the overall mechanics of the game seems very promising, however, you need to polish up a few things to make it stand out from the crowd and be on the top charts. The controls of the game are currently a little odd which makes it more difficult for the player to cope up, so instead of the user enjoying the game, he ends up being frustrated. Also, the enemy spawn and the difficulty curve should be taken care of properly as currently, it seems very difficult at the start which makes the game not so interesting to play in a long run. Also, consider changing the UI of the game as it doesn't suit the gameplay. The Game itself looks so good but the UI seems to be not matching up at all. 

(+1)

Thanks!

I have to admit the controls are a bit weird, I am hoping for people to be able to switch the keybinds sometime in the future. The current skill selection system is just a stopgap solution while I try to create a UI for it.

For the difficulty curve, I find it too easy in the beginning but suddenly spiking when the Spawners start showing up, I am thinking of using perhaps a exponential randomizer for the spawning instead of the flat one I am currently using.

Finally, I don't have much experience with designing UI, much of it is from the defaults for the game engine I am using, it should be reworked soon after I get more used to the engine.

Thanks for the feedback! I've moved a few things around on my to do list, I'm glad someone enjoyed my game :)

-Tater

Hey, 

That Sounds Great! This article would help you out in deciding the right difficulty path and the Game Flow-Flow Theory in Game Design. However, you can actually have some easy levels first and then slowly ramp up the difficulty by analyzing the situation of the game. 

Well, about the UI part, you can slowly try to change it and match the looks with the gameplay as that's what creating an odd impression. Apart from all this, as I said the game is super intuitive to play.