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Fight off hordes of classic medieval monsters in this fast paced arcade shooter!

Home Page: http://arcade.lostdecadegames.com/onslaught_arena/

JavaScript 98.02% PHP 1.98%
html5-game

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onslaught_arena's Issues

New How To Play screen

Current one only reflects keyboard controls, doesn't include mouse. I think we're supporting both for v1, so we'll need something else for this.

Increase the health of enemy projectiles

The hero can sit in one spot spamming shoot and destroy most incoming projectiles. At least for the cyclops/superclops we should make their projectiles nearly invulnerable. (Forcing the player to move around a bit)

Allow keyboard and mouse to work for controls.

Both controls schemes should work. If the user fires with the keyboard then the projectile fires the direction they are facing. If they use the mouse, the projectile fires toward the targeting reticle.

Better pause screen

Paused screen should look like this:

Paused.

  • Resume game.
  • How to play.
  • Stats.
  • Exit game.

Perhaps??

Clouds

Need to make the game more interesting. Low hanging fruit is have some scrolling clouds overlayed on top of the action!

(Or fog or whatever looks awesome and is easy.)

Proper title screen

I'm thinking of a sword cursor with options like:

  • Play
  • Controls and/or How to Play
  • Credits
  • Exit (non-web platforms only)

New enemy: Skeleton

Needs graphics.

Throws bones. (We have graphics for this).

Charges around and pauses between each charge to toss bones at the player.

Demo version

The version we push to lostdecadegamesapp.appspot.com will be the demo. You can play up until the nth wave (maybe 5th or 10th), then you're shown the "buy the game!" screen and you're done playing.

Pause when window loses focus

Might be good to show a screen like "click here to play" if the window ever needs focus, like even from the title screen.

Goblins behavior

Goblins should wander aimlessly, but if you're near the same axis they throw a projectile at you.

i18n support

Seems kind of silly to add it to a game with such little text but I'd much rather tackle it here than in a bigger, more important project.

Also I'm pretty sure there are places out there where you can get translations crowd-sourced. We should probably support whatever we can get kind people to translate for us.

Gameplay Stat Tweaks

We came up with the following tweaks to the gameplay stats. These values will probably be editied later as well.

Hero: 100 hp
Meat: 15 hp

Rock damage: 5
Rock health:

Knife damage: 5
Knife health:

Spear damage: 5
Spear health: 50

Sword damage: 15
Sword health:

Fireball damage: 25
Fireball health: 25

Trident damage: 50
Trident health: 25

Bat damage: 2
Bat health: 5

Dire bats damage: 5
Dire bat health: 10

Goblin damage: 10
Goblin health: 10
Projectile damage: 5
Projectile health: 1

Demoblin damage: 15
Demoblin health: 20
Projectile damage: 10
Projectile health: 1

Cyclops damage: 25
Cyclops health: 75
Projectile damage: 20
Projectile health:

Superclops damage: 35
Superclops health: 200
Projectile damage: 30
Projectile health:

Dragon damage: 50
Dragon health: 500
Projectile damage: 35
Projectile health:

Arrows sometimes move incredibly slowly

This will be really hard to duplicate but thought it would be worth mentioning anyway: sometimes I've noticed arrows moving really slowly across the screen, like as slow as 1px/second.

I've only ever seen it happen to arrows and only after playing quite a few waves.

Gameplay balancing

We need to sit down and really play through the game, find the fun, tweak the numbers, etc.

Pain Animations

Add pain animations for hero and monsters when they get hit by projectiles other hostil...

Add mouse support for aim/shooting; change movement keys to WASD

From talking with various people it's clear that the current control scheme isn't ideal. Here's what we should change:

Add targeting reticle which follows the mouse. Left mouse button fires weapon (can be held down for repeat)

Change movement keys to WASD.

Cycle weapons using 1,2,3,4,5,etc. (ala Doom)
1 = Sword, 2 = Daggers, 3 = Spears, and so on.

Using numbers for weapons works well because your fingers are already close due to using WASD.

Enemies not using all animations

Enemies, especially large ones, don't really use the directions left/right or up/down animations, they just use up+left or up+right, etc.

New enemy: Spike Sentry

Graphics done.

Sits in the corners and charges the player when he's aligned on the X or Y axis.

Moves back into position once charge is complete.

New enemy: Snake

Needs graphics.

Wanders around and charges the player when they're aligned along the X or Y axis.

Retain high score

I want to tackle localStorage in Onslaught! so it's a solved problem in other projects. We'll also probably need this for the i18n and/or keyboard mapping issues.

Demoblins behavior

Demoblins should get near you, keep their distance and throw tridents at you.

New enemy: Gelatinous Cube

Needs graphics. (+ spawns)

Should wiggle around the screen slowly. Spawns small jelly enemies which are fast and low hit points every time it's wounded. This makes it more effective to use higher damage weapons against it.

It could also have a phase where it stops, shudders and spawns a bunch of jelly enemies.

Obfuscate the code

Otherwise if we're like "hey we will open source it at 1,000 sales!" people will be like "or I can just view source, you douches."

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