(NES) Deathloop 256
Made in 48 hours for Alakajam 20, written in 6502 assembly
How to play:
- Tap to shoot bullets
- Hold to fire laser
- Defeat all enemies to progress to next loop
Default controls are ARROW KEYS, Z, X, ENTER. Double click the window to make it large. You can change the controls when the window is not fullscreen, or just download the rom and play that way.
The player ship is only vulnerable at the core - bullets will pass harmlessly through the rest of the ship
There's only a few loops for now, but the difficulty ramps up quickly. No real ending, sorry.
For this jam I decided to try out the MMC5 NES chip, Ninty's top of the line deluxe mapper, supporting shedloads of rom space and all kinds of features I didn't have time to make use of. The rom is full of junk data where I rushed my way through, pages of unused (blank) graphics rom, for instance. So don't come at me telling me this is an inefficient use of space, I already know!
Status | Prototype |
Platforms | HTML5 |
Author | voxel |
Genre | Shooter |
Tags | 8-Bit, famicom, NES (Nintendo Entertainment System), NES ROM, Shoot 'Em Up |
Comments
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such good potential here i think you nailed best projectile mechanics for annes homebrew shmup and tied for the best ive seen oon the nes period overall now you can focus on the enemys storyline cutscenes collision detection beef up thalready solid weaving game loop you have goinon lessen the difficulty for begginers add a 30fps rate limit option trust me since your projectiles are able to achieve a constant 6fps when in the state of animation it wilcreate whats known as an fps interval offset and you wil gea truetl0hz refresh rate anywherfrom 70.10hz all the way to 90.00hz this is a trick that can be used to boost your games fps output it will say 30 on fps gauges but its truly 70-90 hz offsetted by the v sync background headers and the 30fps locked work ing at the same time and this only works if u canlock in at 30fps when you see a game running 60fps on your device
I thought this was spam at first, but I think maybe you were just typing too fast! Thanks for the feedback. I don't understand what you're saying about framerate at all, do you have a link to some kind of easy to understand explanation?
I don't plan on updating this game, it's just a gamejam entry. But I could use any knowledge in future games if you share it
Please, buddy, an update on that one! :)