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Welcome to "Static: Flowerhorn Attack":

  This is a vertically scrolling C64 shoot'em up that has you piloting a space ship and making your way through levels, dealing with guardians, and generally trying to stay alive!

  This game is still in development and currently contains only 2 levels (first is quite easy, the second is very hard) and no sound, however, it is completely playable and the plan is to add other levels as the project continues...

HOW TO PLAY:

  You have 4 lives, but there is no HUD and there's no score, so there's no display of lives, energy, score or anything like that.  The player's ship has an amount of energy that is decremented when hit but there's no indication as to how much energy you have left.  Your ship can take a bit of a beating, so ordinarily you won't die immediately.  Just try not to get hit - ha ha - good luck.

  When you die, you go into what I call "suspension" mode (which can also be used to pause the game), where you are invulnerable, the scroll stops and most enemies stop moving, however they don't stop shooting at you.  The first thing you do when you die is to take your finger off the fire button because in "suspension" mode, you can move anywhere on the screen and you press fire to start your next life from that position.  You will be prevented from starting your next life if you are colliding with an enemy or the scenery at that location which will cause the ship to flash purple.  If the ship flashes gold, then you can resume from that point by pressing fire.  This allows you to move away from whatever destroyed your ship and have a little leeway for the beginning of the next life.  There is no temporary invulnerability once you start the next life, so choose a good position.

  The ship can hit the scenery with no ill effect, however, the ship will flash purple and you will be prevented from firing until no scenery collision is occurring.  You can however be destroyed by being crushed by the scroll (caught under a bit of scenery that is getting pushed off screen when you are at the bottom of the screen), so be wary of that.  Scenery that is collidable will stop you and your bullets, so that can be a way to navigate if you are unsure about what you can run into.  You can pick up "pods" (a maximum of 2), however, there is no collision on them, that is, they don't cause any damage to enemies if they touch them or get destroyed by touching the scenery.  When you die, you lose a "pod" (if you have one that is), but no other loss of weaponry occurs.

  "Icons" give you weaponry and can be shot to change what they will give you.  Any enemy has the potential of giving you an "icon" when destroyed.  You can only pick up a certain amount of lives per level.  "Icons" are smart, that is, if multiple "icons" are on the screen and they are displaying the same weapon and you pick one up, the other "icons" displaying that weapon will automatically change to something else that is available.  Note that there is no shield type "icon" so don't bother looking for one.

Following are some notes on the weapons:

LASER - Must be activated at least once for "mega-laser" to be activated.  "Lasers" do not require at least one "pod" because the ship can fire a beam.

MEGA-LASER - You must have 2 "pods" for this to be activated and if you die while it is active, it will be deactivated because you will lose a "pod".  Upon activation, a "bar" sprite will appear that has a little "notch" on the side that indicates how many shots you have left (6 shots is the maximum).  You must hold the fire button down to fill the "bar" and then release the fire button when you wish to fire the "mega-laser".  If you pick up another "mega-laser" "icon" while "mega-laser" is still active, then the "notch" will be reset to the maximum.  Once "mega-laser" is depleted, you will revert to normal "lasers" or "bullet" mode (whichever you had active before "mega-laser").

SCATTER - Requires at least 1 "pod".  The firing rate will decrease to accommodate this weapon but once it's deactivated, the original firing rate will be restored.

INCREASE FIRE RATE - Will only be available until you reach the maximum firing rate.

FLASH BOMB - This doesn't necessarily destroy everything on-screen, that is, it decreases the energy of every enemy or enemy bullet on-screen by a fixed amount but if something has more energy than that, it will continue to exist.

  My tips for surviving include using the scenery as much as possible as a shield and to choose what to engage with especially if you don't have decent weaponry.  Try to get weapons like "laser" because you won't lose it when you die.

OTHER INFO:

 The game works on both PAL and NTSC, however, it was really designed for PAL and therefore, the player's bullets/lasers can disappear a bit toward the top of the screen on NTSC when a colour RAM scroll/screen swap occurs, however, it's just a visual glitch due to reduced raster timing.

  You don't have to repeatedly hit the fire button to fire, because auto-fire is always active.  Levels start in "suspension" mode, so you have to press fire to actually start the game even though the background moving may appear that the scrolling is occurring.

  Lastly, pressing fire on the other joystick (port 1) destructs the ship and returns you to the title screen, but pressing a direction on the joystick "warps" to either another or the same level which is always entered at the start.  Press up to "warp" to the next level (wraps around) and down to "warp" to the start of the current level which can be done at any time during a level.  Note that you will lose all your weapons when "warping"!

  Enjoy.

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Click download now to get access to the following files:

flowerhorn attack.d64 170 kB

Comments

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Looking awesome already. Waiting for more content :)

Deleted 15 days ago

That's great!  I put quite a bit of work into making each level unique and interesting exploring different elements and re-using nothing but the core stuff.  Level 3 is in production, but as for when it'll be ready, that's anyone's guess.  These levels take the time they take because they grow organically if that makes sense.  I would never release a level that didn't pass my quality control.  If you liked the other levels, then I'm sure I won't disappoint with the next...

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previews, or betas, shouldn't be released. just my 5c

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Why not ?  It's my game so I do what I want with it.  It's not like I'm asking for money really.  I'm just making it available so you can try it out, that's all.

(5 edits) (-1)

I was thinking out loud, I wasn't talking to you specifically. I just think it would be better if betas were not released, that's all...

Too many games (with good intentions or not) were never finished, so I personally avoid "previews". If a game has been finished, that's okay but not if it's just a preview that might never see the light of day. As long as it's not a finished title I simply avoid it that's all. I can understand someone wanting to show off his work but I personally will avoid touching any "betas" or "previews" because 50% of those will never be finished, so why should I try them in the first place then...

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I can understand your point of view, but what I've released is essentially complete and able to be experienced as it is intended.  If you choose not to download it, that's fine, but if I didn't release this now, I don't know when it would be released, so I thought I'd do it this way.  I did wonder if it was the best course of action, but I thought it could be interesting releasing level after level in this way...  I guess we'll see.

  Any developer continuing to work on a project for whatever reason may not finish it.  That's just the way life goes.  This may not be known to occur, so there may be no deception involved, sometimes things just happen.  My opinion is you should try things that are available (especially for free) so that you can encourage the developer to finish whatever it is they are working on.

This is coming to good game and fun to play, thank you. I also added that to my New Games On C64 from March 2024 -video too.

Thanks for that.  At least you got about halfway through level 1.

Looks promising! Maybe we could feature the next demo on our ZZAP! 64 coverdisk as an exclusive launch (towards the end of May)? Please drop me a mail! jazzcat64@gmail.com

Will do.  Thanks for having a look at it.