If you publish Flash games in some capacity and would like to fund further development based on this prototype, don't hesistate to contact me at nathan_AT_icecreambreakfast.com.
Arrow keys: move
Space: Reflect nearby enemy shots
'f': fullscreen, 'escape': leave fullscreen.
Note: Because this uses Actionscript 2, fullscreen input might not work.
'm': mute/unmute sound (not in fullscreen)
GOAL: Attack enemies with their own shots. Get as many points as possible, and survive until the timer counts down.
Please wait for this to load - there's no progress bar. Click the flash app a few times to give it input focus.
There's no way to restart, so press F5 to refresh the page to play again.
How to Play Well
Dodge enemies. You can't attack. As shots approach, press space to reflect them at attackers. You aim reflected shots based on your position. After reflecting, there is a delay before you can reflect again. Reflecting more shots at once will make the delay shorter. Reflect more shots with a single button press for bigger, faster, longer lasting, higher damaging attacks.
Risk and Reward
Systems supporting variable player skill in games are a powerful concept. They allow players to risk more in the hopes of better rewards. Most games have some versions of this idea - fight better in Halo, and you'll have more ammo and health left over - but some game developers explicitly craft rules that actively shape player behavior in interesting, varied, stylized ways, ways that aren't strictly needed by beginning players. Rules like this feel particularly "game-y" in the best, purest way. Think of Mario's turtle shell kicking rule. It can yield lots of points and even extra lives, but it's risky because it's trickier to do than just throwing a fireball and because careening shells are dangerous to players. And it makes all level architecture tactically important along the way. It's a overtly artificial rule, but a great one. Simulation oriented rules don't have this panache.