#spaceshooter
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mugami-jmn · 10 months ago
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Space shooter!
I think she will be a simple girl astronaut, but let her be called Lily.
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crvnjava · 1 year ago
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Mystery Ship Optical Illusion
Hint: Namco Space Shooter
You may need to zoom in to see it.
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warilyshinyconstruct · 15 days ago
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About Me – Brandon Alchin:
My name is Brandon Alchin, and ever since primary school, I’ve been fascinated by the “magic” found in video games. A big part of my childhood was spent playing games with my younger brother and parents, and there was something truly special about those shared experiences. Rather than growing out of it, I became even more curious—wanting to understand what made games feel so powerful, so immersive, and so emotionally resonant.
I began asking myself: what creates that feeling? Why do games draw us in the way they do? And how can I recreate that same sense of wonder for others? These questions sparked my interest in game development and eventually led me to study a Bachelor of Games and Interactive Environments at QUT.
My goal is to become a game developer who can create experiences that capture that same childhood magic—games that speak to people of all ages, backgrounds, and identities. I’m excited to explore how design, interactivity, and player-centered thinking come together to craft unforgettable experiences.
Platformer Game Elevator Pitch:
Backtrack: Lost in the Wild is a pixel-art survival platformer where a lone camper is stranded deep in a dangerous jungle. Armed with only a knife and his instincts, he must outsmart wild predators, use environmental traps, and uncover lost tools to survive and find his way back to safety. It's a game of action, timing, and tactical creativity where every decision could mean life or death.
Development Post – Backtrack: Lost in the Wild:
This week, I made major progress on my platformer prototype, Backtrack: Lost in the Wild. Set in a dense, dangerous forest, the player’s goal is to survive, adapt, and score by outlasting natural threats and defeating enemies in creative ways.
What I Built:
Created basic enemy AI, including patrolling guards and their defensive block ability, which reduces incoming melee damage by 50%.
Designed early level layouts, focusing on spaciousness and multiple traversal paths.
Midway through, I introduced a vine and boulder mechanic—cutting vines drops boulders, which can crush enemies or open new paths.
Added a score system based on time + enemies defeated. The final score is displayed at the end to encourage replayability.
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Lessons Learned:
Implementing the boulder mechanic took longer than expected. I wasn’t fully comfortable with collision logic in GDevelop, especially when dealing with dynamic events (cutting vines triggering multiple interactions). Similarly, using a timer to calculate score was a new challenge for me. After a few failed attempts, I learned how to sync the timer with event triggers to track player performance accurately.
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Design Insights:
Reading Fullerton’s Game Design Workshop helped me appreciate the importance of interactivity and consequence. By allowing the boulder to kill both enemies and the player, I added a layer of risk vs reward, which testers found interesting. This aligns with Fullerton’s principle of meaningful choices—players need to decide when and how to use the environment to their advantage.
Postmortem – Backtrack: Lost in the Wild:
With my Backtrack: Lost in the Wild prototype completed, I’ve taken some time to reflect on what went right, what didn’t, and how the project helped me grow as a designer.
What Worked:
The vine and boulder mechanic was a standout. It gave players options: crush enemies, unblock paths, or—if used carelessly—crush themselves. This added both strategy and tension.
The final score system encouraged replayability. Playtesters said they felt motivated to improve their time or get perfect runs, which was exactly the goal.
The forest setting and muted visuals (with 32x32 sprites) helped convey a grounded, survival-themed tone.
What Could Be Improved in Development:
I struggled with the enemy block mechanic. While it technically worked, most testers never used it or didn’t notice its effect. I think better visual feedback (e.g. animation, sound, or flashing block icon) would have helped.
The boulder collision logic was fragile—at times, it crushed unintended elements or wouldn’t fall correctly. I should have isolated it in a test scene first.
What Could Be Improved in Design:
I didn’t include any onboarding/tutorial—players had to figure out climbing, blocking, or boulder usage by trial and error. One said it was fun, but another struggled at first. I’ll include subtle prompts or signs next time.
The enemy health system needed more balance. Many enemies could be one-shotted unless they blocked, which led to some players ignoring the block feature entirely.
Playtest Feedback Highlights:
“I never used the block mechanic—enemies were too easy to kill.” “Loved that I could also crush myself with the boulder. Risky but fun!” “Beating it for the first time and getting a perfect score was super satisfying.”
Final Reflection:
Fullerton’s emphasis on the player-centric approach really resonated during this process. I realised I was designing around cool mechanics instead of for the player experience. When I reframed the game as a risk-and-reward survival challenge, everything clicked. I now understand how important iteration and playtesting are in aligning your design with the feelings you want to create.
Asteroid Game Elevator Pitch:
Void Runners is a fast-paced arcade shooter where players pilot a sleek spacecraft through asteroid fields and alien ambushes. Your mission: survive deep space while racking up a high score by blasting asteroids, dodging debris, and avoiding hostile drones.
The game combines classic Asteroids-style gameplay with modern twists like power-ups, enemy swarms, and combo scoring to encourage precision and speed. Designed with short sessions in mind, Void Runners offers high replay value and escalating challenge, perfect for players who love twitchy, reflex-based gameplay.
Void Runners is a retro-inspired space shooter where you dodge, destroy, and drift your way through asteroid belts and drone strikes. Fast action and risky power-ups keep each run intense. Can you master the void and top the leaderboard?
Development Post – Void Runners:
This week, I began building the core systems of my asteroid shooter prototype, Void Runners, in GDevelop 5. My primary focus was to get the player controls, asteroid spawning, and basic shooting mechanics functional.
What I Worked On:
Created a top-down movement system with rotation, inertia, and thrust.
Implemented asteroid generation at random angles and speeds.
Designed bullet shooting and collision effects, including temporary particle explosions when bullets hit asteroids.
Began experimenting with enemy drones that follow the player.
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Design Goals:
My aim was to maintain the snappy feel of retro arcade games while adding small twists, like:
A combo system that rewards quick asteroid hits
Rare power-ups that increase fire rate or slow time
A danger meter that increases difficulty the longer you survive
What I Learned:
Creating smooth space-style controls was trickier than expected. Adding gradual acceleration and drift meant I had to carefully balance speed, rotation, and stop time to avoid the player feeling "floaty" or completely out of control.
According to Fullerton (2018), controls are part of the formal elements of gameplay. In tuning these, I’ve been trying to make the game “feel right” in the hands—even before enemies or scoring are added.
Postmortem – Void Runners:
Now that the prototype for Void Runners is complete, I’ve taken some time to reflect on what worked, what didn’t, and how to move forward with my design.
What Worked:
The core loop of shoot → dodge → repeat was tight and addictive. Players wanted “just one more run,” which is a good sign.
The random asteroid generator created enough variation in each run to avoid repetition.
Adding a combo score multiplier introduced tension: do you take risks for higher points or play it safe?
What Could Be Improved in Development:
I struggled with hitbox accuracy—sometimes bullets visually passed through asteroids without a collision triggering. I learned to adjust object points and collision masks in GDevelop to resolve this.
Implementing a high score system with local saving took more time than expected, especially since I was unfamiliar with variables and storage events in GDevelop.
What Could Be Improved in Design:
There was no onboarding/tutorial to explain controls. Some players didn’t realise they had inertia-based movement and kept trying to “stop” on a dime.
The enemy drones were too aggressive, especially for early levels. I need to pace enemy introduction more carefully or add visual indicators before spawning them.
Playtest Feedback:
“The movement is fun once you get the hang of it, but it took me a few tries.” “I liked the combo system, it made me want to be riskier.” “Maybe start with just asteroids before adding enemies. The first game felt overwhelming.”
Takeaway:
This project helped me better understand player feedback loops and how even simple mechanics can become engaging when balanced with risk and reward. As Fullerton notes, game mechanics should encourage mastery over time—next time, I’ll integrate tutorial moments more naturally and avoid front-loading difficulty too soon.
Racer Game Elevator Pitch:
Turbo Rush: Canyon Drift is a fast-paced, top-down arcade racer where players drift through narrow canyon tracks, dodge hazards, and battle the clock to set record-breaking lap times. Speed is everything—but so is control.
The game focuses on momentum, drift mechanics, and precision turning across visually distinct, obstacle-heavy tracks. Players can collect temporary speed boosts, avoid rockfalls, and chain drifts to maintain top speed while racing to earn gold, silver, or bronze rankings.
Turbo Rush is a time-attack canyon racer with physics-driven drifting and high replayability. Challenge your reflexes, shave seconds off your best laps, and climb the leaderboard—if you can stay on the road.
Development Post – Turbo Rush: Canyon Drift:
This week I began developing the foundational systems for my arcade-style racer, Turbo Rush: Canyon Drift, in GDevelop 5. The focus was on tight control, track collisions, and lap timing.
What I Built:
Created car movement system using acceleration, friction, and rotation for drift-like control.
Designed collision boundaries for canyon edges and off-road penalties.
Added lap detection system using invisible checkpoints to count progress and prevent cheating.
Implemented timer UI to track player lap time and determine medal thresholds.
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Game Feel Goals:
The aim was to make drifting feel challenging but responsive. Inspired by classic top-down racers like Micro Machines, I wanted to reward smooth cornering and risk-taking without being punishing.
To test this, I tuned the car to gain traction slowly, allowing players to “slide” around corners with enough practice.
What I Learned:
Implementing realistic-feeling drift required balancing multiple values in GDevelop’s physics and velocity logic. At first, the car spun too freely—after tweaking deceleration and rotation dampening, I got something that felt playable.
Fullerton’s emphasis on iterative prototyping reminded me not to aim for perfection on the first try. The initial version didn’t feel “right,” but I was able to test and tweak small changes to get closer to the intended experience.
Postmortem - Turbo Rush: Canyon Drift:
Now that the first prototype of Turbo Rush: Canyon Drift is complete, I’ve taken time to reflect on the process and what I learned.
What Worked:
The drift mechanic landed well—after tuning, it felt smooth and gave skilled players an edge.
Players liked the lap-based goal structure, especially the visible time tiers (Gold/Silver/Bronze).
Track layout encouraged replayability, with multiple testers saying they “wanted to beat their last time.”
What Could Be Improved in Development:
I initially set up lap tracking with only a start/finish trigger, which led to players skipping chunks of the track. I later added checkpoints but wish I had planned that earlier.
I also spent too long on visual polish (dust trails, UI transitions) before the core game feel was ready. Next time, I’ll hold off polish until the game loop is locked.
What Could Be Improved in Design:
No tutorial or prompts meant some players didn’t realise drifting was key to faster laps. I should include visual cues (like ghost trails or icons) to guide behavior.
Tracks lacked variation in hazards. I’d like to add falling rocks, oil slicks, or collapsing bridges to mix things up in future versions.
Playtest Feedback:
“Drifting is super fun once you learn how to control it.” “I ignored the bronze/silver/gold system until I saw my friends comparing scores. Would be cool if it had a leaderboard!” “Wish there was more risk—maybe obstacles or destructible shortcuts?”
Final Reflection:
This prototype highlighted the value of iterative tuning. As Fullerton (2018) notes, good games aren’t born—they’re shaped by feedback, testing, and revision. I originally focused too much on how it looked. By the end, I saw how important it is to build around the player experience first. Speed, control, and competition now drive every mechanic.
Assignment 3 – Development Post: Echoes of the Tower:
This week, I made significant progress on my 2D platformer prototype, Echoes of the Tower. Set inside a dark, mysterious ruin, the game revolves around exploration, combat, and environmental navigation. Players must survive a crumbling tower filled with patrolling enemies and hidden vertical routes, using careful movement and strategic timing to reach the exit.
What I Built:
Implemented the core player movement system, including a ledge-latching mechanic that lets the player grab and climb ledges by pressing toward them.
Designed and tested enemy patrol AI, with basic line-of-sight movement and damage upon contact.
Added a respawn and health system, allowing the player to take damage and restart from checkpoints.
Developed a complete playable level that tests traversal, enemy avoidance, and exploration under pressure.
Lessons Learned:
The ledge-latching mechanic was surprisingly complex. I initially underestimated how unclear it might be to players—several testers struggled to discover how to use it. I learned that even well-functioning mechanics can feel “invisible” without feedback or tutorial cues. This taught me the importance of not just building mechanics, but also teaching them through intuitive design.
Design Insight:
Inspired by Fullerton’s Game Design Workshop, I focused on creating meaningful player decisions. The ledge-latching system became more than just a movement option—it represented a choice between risk and safety. Should players attempt a risky climb over a dangerous pit, or find a longer route? This kind of agency is key to keeping players engaged.
Assignment 3 – Playtesting Post: Echoes of the Tower:
This week, I ran a structured playtesting session with six naïve users to evaluate the prototype of Echoes of the Tower. The session focused on usability, player understanding of core mechanics, and overall experience.
Playtesting Setup:
Each participant played the game without prior instruction and was asked to “think aloud” while playing. After the session, they completed a detailed survey and participated in a feedback discussion. Four of the six users were from my game’s core demographic—players familiar with 2D platformers.
Key Observations:
The ledge-latching mechanic caused confusion. Multiple players did not understand how to use it, resulting in them getting stuck or assuming the game was broken. Once explained, most found it enjoyable.
The lack of onboarding or tutorial significantly impacted early gameplay. Without any visual cues or prompts, even experienced players were unsure how to proceed.
The visuals and atmosphere received positive feedback. Players praised the moody aesthetic and sense of isolation the environment created.
One of the most frequent requests was for better feedback systems—when something changes (e.g. a door opens, a checkpoint is reached), there needs to be a sound, animation, or camera cue to reinforce it.
Memorable Quotes:
“The movement feels great—but I had no idea I could climb that ledge.” “I got lost after beating the enemies. Wasn’t sure what I’d triggered.” “Loved the mood. It really felt like I was exploring something ancient and dangerous.”
These sessions were incredibly helpful in identifying gaps in player understanding. I now see how critical it is to test not just if a mechanic works, but how players discover and use it naturally.
Assignment 3 – Postmortem: Echoes of the Tower:
With the prototype for Echoes of the Tower now complete, I’ve taken time to reflect on the project’s highs, lows, and everything in between. This postmortem captures the most valuable lessons from this phase of development.
What Worked:
The ledge-latching mechanic, once understood, was a standout feature. It gave platforming a unique vertical rhythm and added challenge without needing complex level design.
The overall game atmosphere was praised by nearly all testers. The visual tone and ambient audio created a strong sense of place and tension.
The core gameplay loop (explore, survive, reach the exit) was simple but effective. Most players found the experience satisfying once they figured out the mechanics.
What Could Be Improved in Development:
I underestimated how confusing core mechanics would be without onboarding. A simple tutorial section would have saved many players from frustration.
There was little to no visual feedback when progress was made. Players needed clearer confirmation when things happened (e.g., unlocking a door).
The enemy AI was functional but basic. Adding attack tells or reaction animations could make encounters more dynamic.
What Could Be Improved in Design:
The prototype lacked context or narrative framing. Players wanted to know who they were, why they were in the tower, and what their goal was beyond survival.
The ledge-latching mechanic needs clearer visual indicators—perhaps a hand reach animation or glow when a ledge is grabbable.
There were no optional paths or secrets. Adding rewards for exploration would increase replay value.
Feedback Highlights:
“I loved the idea of the ledge grab—once I figured it out, it felt really smooth.” “It’s cool that you don’t explain everything, but I got stuck early on and thought it was a bug.” “I'd like to see more variety—maybe different enemy types or hidden rooms.”
Final Reflection:
Fullerton’s principle that “games are built through iteration” became a central theme throughout this project. I began designing around what I thought was cool. Through playtesting, I shifted focus to what players needed to understand and enjoy. That shift—from developer-centric to player-centric—was the most important lesson of all.
Next steps? Add a short tutorial section, improve visual clarity, and expand on the tower’s world. The foundation is strong—now it’s time to build something even better.
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gameinfoxtbr · 9 months ago
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Space Shooter Latest Update and News
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Space Shooter is still enjoyable because of the space shooting game variety, exciting boss combat, and Space Shooter Latest Update and News. The game is developed by Rocketads Ltd which has been constantly updating the game and adding new content, patches, and events. As always, in this post, we’ll discuss new features and changes that took place in Space Shooter so that you won’t get lost. 🚀
🛸 What’s New in the Latest Space Shooter Update?
https://spaceshooter.online/
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Special Planet Event - Earn Bombs Easily!
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Welcome to a mysterious planet with a special level where you can easily collect bombs!
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only 10 lucky users who answer correctly will receive an exclusive reward!
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100 gems, 20 silver, 50,000 coins, and 10 unicards
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Deadline: Oct 15 Good luck!
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Don't miss your chance to be one of the lucky few! Thanks,
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From Space Shooter Team. 1. New Ships and Pilots This new update has added two new ships for players to control each with their special powers and hits. These ships are intended to assist you in gaining victory in both campaign and PvP battles. - Nova Raider: A fast strike vessel with homing torpedoes and a powered-up armor system. - Galactic Falcon: A heavily armored, slow-moving ship that sports strong long-distance firepower and is good for the PvE modes. 2. PvP Matchmaking Improvements Over the years, the call for an improved method of matchmaking for PvP has been made by so many players and the developers have finally listened. The update also brings a modification in the rating list where skilled players will be matched so that PvP battles will be strategic and fun. 3. Seasonal Event: Space Invasion The Space Invasion is now a new and temporary event that invites the players to endure successive enemy hordes to receive immense bonuses. This event’s completion will be rewarded with additional ship skins, gems, and other rare items. If you’d like step-by-step instructions on how to make optimal use of this new content, please read the news Space Shooter Game Guide.
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GameInfoX
🎮 Balance Changes and Bug Fixes
This update also brings several balances to change the gameplay as follows: Here’s what’s been tweaked: 1. Ship Balancing A few of the strongest ship classes, including Phoenix Star and Void Thunder become slightly less powerful for the sake of balance. On the other hand, B-Tier ships like Comet Blazer have been rebalanced to be offered as more viable for PVP and PvE. To get specifics on how these changes impact the grand scheme of the game, head over to the Space Shooter Tier List to learn how the ships have been ranked following the update. 2. Bug Fixes A few annoying bugs have been squashed, including: - Improved hitbox detection: Several players complained that bullets shot by enemies were striking their ship when they tried to avoid it. This has now been fixed. - Login issues resolved: A few players were facing some issues such as login issues during peak hours. This issue has been addressed in the latest patch.
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GameInfoX
💥 Upcoming Features: What’s on the Horizon?
The creators of Space Shooter are already hinting at fantastic future updates. Here's what players can look forward to in upcoming releases: 1. New Multiplayer Modes The new mode being considered for implementation is a co-op mode where players play alongside each other and have enemies to fight. This mode is expected to add a new layer of strategy to the game because a player can coordinate two or more ships that possess different capabilities to counter more challenging levels. 2. More Ships and Skins In an official statement, the developers have admitted that there is a plan to integrate three new ships and other ship skins in subsequent updates. New ships themselves will have some sort of special abilities so the players can test out with different tactics. Get in touch with Space Shooter Developer and get to know the newest features and announcements.
💎 New Space Shooter Gift Codes
The update also has another new gift code that is wonderful for the gamer to get the chance to effortlessly accumulate a bunch of free gems, coins, and other special features that are available for redemption through the settings option. To have the complete list of codes check out Space Shooter Game Codes.
🚀 Tips to Maximize the Latest Update
Who is interested in getting the most out of the new Space Shooter update? Here are some expert tips to help you get ahead: 1. Upgrade New Ships ASAP The new ships introduced as Nova Raider and Galactic Falcon are powerful units of your fleet. They need to be upgraded often so ensure to gather as many events, daily quests, and gifts resources to advance them as soon as possible. 2. Master PvP with Matchmaking Now that things like PvP matchmaking have been made better, it is time to hone yourself up for the task. Change ship and/or pilot and check if this combination is suitable for the new rank because of the American system. 3. Join the Space Invasion Event Try the limited-time Space Invasion event where you earn exclusive items such as skin for a ship, gems, and power-ups. Thus, higher-level challenges reward the best prizes – so try to level up your ships to participate! To see more tips, you may visit the Space Shooter Game Guide to find out how to master the new update.
🔥 Why Space Shooter Updates Keep Players Hooked
Because of the constant stream of new levels and upgrades, Space Shooter continues to be one of the favorites. Here are some of the key reasons why the updates keep players coming back: 1. New Challenges Every update brings new levels, bosses, and events, which is good because it always provides us with new material. The developers make a point to deliver something new to be on the lookout for with each update. 2. Balance and Fair Play Based on player feedback, the developers set ship power levels in such a manner that one particular ship does not become overpowering for the rest of the ships for too long. Such commitment ensures that the levels of competition are maintained and the game does not take sides. 3. Community Engagement The Space Shooter Developer team uses social networks and often interacts with players. They include not only the collective feedback of a million players but also make the game feel like it belongs to everyone, in a way. To also get updated with all the new changes simply click on the Space Shooter Developer page link.
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GameInfoX
❓ Frequently Asked Questions (FAQs)
Q-1 Which features have been added to the new version of Space Shooter?A-1 This update is composed of new ships, matchmaking enhancement, balance change, bug correction, and the addition of the Space Invasion event.Q-2 Where can Space Shooter gift codes be redeemed?A-2 For the redemption of these codes, players have to visit the ‘settings’ option and then they can enter the code under the ‘redeem ‘option with the code. Below, you can check the updated codes:Q-3 What is a Space Invasion event?A-3 The Space Invasion is an event available only for a limited time and requires the players to defeat waves of enemies to gain ship skins and gems.Q-4 When does Space Shooter come out with new updates?A-4 The developers release updates quite often; several times a year, at least once in several months, they add new things, events, and improvements.Q-5 How do I know of its next updates in the future?A-5 The official announcement will be posted on the Space Shooter Developer’s page, as well as in the Space Shooter Latest Updates and News section of the website.Q-6 Is there a list of newly available ships in the latest update?A-6 Yes, the latest update introduces two new ships: Mark II Nova Raider and T cloud-7 Galactic Falcon.
Conclusion
In the wake of the new update players are to expect new ships, enhanced PvP matching, balance adjustments, and an interesting event. Whether you are an amateur player or a professional player, there’s no better time to come back and discover all new additions. New missions, updated tasks, and active users make Space Shooter one of the best space combat games on mobile platforms to this day. The Space Invasion event is still ongoing, so remember to join it and use the most recent gift codes to begin with! Word Count: 1,058 Read the full article
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phonemantra-blog · 1 year ago
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Boundary, a space shooter developed by the Chinese studio Surgical Scalpels, finds itself caught in a web of conflicting announcements and uncertainty. Despite a promising launch in April 2023, exceeding 100,000 copies sold in its first 24 hours, the game's future is now clouded by a brewing dispute between the developer and publisher, Skystone Game. Boundary in Limbo A Strong Start, a Stalled Engine Boundary's initial release garnered "mostly positive" reviews, captivating players with its unique approach to space combat. The developers initially planned to spend a year in Early Access, ironing out kinks and building upon the game's core mechanics. Unfortunately, development progress stalled quickly, leading to a decline in player engagement and a shift in review sentiment towards "mixed." Servers Doomed But By Whose Hand? Now, a little over a year later, Boundary's fate seems sealed: the servers are slated for closure. However, a crucial question hangs in the air – who is pulling the plug? Here's where the situation gets murky. Published statements from both Skystone Game and Surgical Scalpels contradict each other. Skystone maintains that the decision to close the servers originated with the developers. Surgical Scalpels, on the other hand, counters this claim, asserting that the publisher made a unilateral decision to shut down the servers. Unpaid Dues and Legal Maneuvers: Digging Deeper Adding another layer of complexity to the situation is a statement from Surgical Scalpels, suggesting financial disagreements at the heart of the conflict. The studio claims to be "constantly seeking the revenues currently due to it for Boundary," implying that Skystone has yet to fulfill its financial obligations to the developers. This statement hints at potential legal action being pursued by Surgical Scalpels to recoup these unpaid dues. A Stalemate with No Easy Answers The conflicting statements and accusations paint a picture of a strained relationship between developer and publisher. Without a clear resolution, the fate of Boundary's servers remains uncertain. Will Skystone proceed with its alleged decision to shut down the servers, effectively shutting down the game entirely? Or will Surgical Scalpels find a way to keep the servers operational, perhaps through legal means or by finding a new publishing partner? The Impact on Players The Boundary community is understandably concerned about the situation. A game that once held promise now faces an uncertain future. Players invested time and money into Boundary, and the potential loss of online functionality leaves them with a sense of frustration and disappointment. Looking Ahead: A Potential Resolution? While the current situation seems bleak, there is a possibility for a positive outcome. If both parties are willing to come to the negotiating table, an agreement could be reached that benefits both the developer and the publisher. This could involve Skystone fulfilling its financial obligations to Surgical Scalpels, allowing the studio to continue supporting and updating the game. FAQs Q: Why is Boundary shutting down its servers? A: The exact reason for the server shutdown remains unclear. There are conflicting statements from the developer and publisher, making it difficult to determine who initiated this decision. Q: Will Boundary be unplayable after the servers shut down? A: This depends on the nature of the shutdown. If the server closure is complete, the online functionality of the game will likely be disabled. However, the single-player campaign might still be accessible. Q: What can players do about the situation? A: While players have limited control over the decisions made by the developer and publisher, expressing their concerns on social media and relevant forums could potentially influence the outcome.
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mingos-commodoreblog · 9 months ago
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MorphOS - SpaceShooter v1.0
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xqfmp2025 · 1 month ago
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Added music for each level
Added music to my game for the first, second and third levels, and the end and death screens. All music by HydroGene
Lvl 1 music:
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Lvl 2 music:
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Lvl 3 music:
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End screen music:
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Death screen music:
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theretrogamingclub · 3 months ago
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Review #779 - Captain Ishtar 2 - C64
AYE CAPTAIN! Captain Ishtar that is...on the C64!
#AlfYngve #C64 #CaptainIshtar2 #RetroGaming #ShootEmUps #SpaceShooters #Commodore #RetroGames #RetroGamers #ModernRetroGames #IndieRetroGames
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felos4free · 4 months ago
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SpaceShooter موقع
اربح من إكمال العروض ومن صنبور كل 4 دقائق و من صنبور أخر بدون عداد و من مشاهدة الإعلانات و زيارة الروابط المختصرة سجل فى الموقع و ابدأ فى الربح
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jaidathecreator · 5 months ago
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⋆˙⟡ call me spacer, spaceshooter, wolf, or jade idk i have a lot of nicknames :p but if you want you can obviously just call me.. yknow.. jaida x3 she/her/hers, i am a child of Nyx, and this other goddess I’ve created, (the photos are resemblance of her. her name is Aitheria 🙂.) i mostly made that goddess for my oc, so… anyway.. aitheria’s fav daughter.. ofc!! im a Christian, but im fine with other religions :) i really like history, mythology (mostly greek), and space. i have horrible adhd and anger issues sometimes so yeah :((
im like.. literally percy jackson’s real wife 🔥
mm.. top 5 artists..
Tyler, the Creator
Kendrick Lamar
Tems
Kali Uchis
PinkPantheress
got most of this blog idea from my favorite writer ever on tumblr as of now.. drumroll pleeaase.. @xoxochb !!!!!!
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niwdeyen-music · 1 year ago
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🌠 Ready for a space adventure?
Blast through blocks, upgrade your weapons, and take on endless waves of enemies. Can you beat my high score? Prove it! #SpaceShooter #GameChallenge 🚀
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babyawacs · 1 year ago
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.@afn @afnstuttgart as preteen tween teen iloved rules of engagement videogame replayit still as dynatech. principally f r e e e e d o m eeeeekyey s paceshooters the freedom the spacecockpit with tactics matter and the resso ‎urces deepabstract freedom ifoyuthink toosinister systemshock2 is eventhat too but in firstperson shooter whichidontlike the operationflashpoint armedassault series seemed more serious a bout shooting yourway through things allinall labrat through maze wack stuff: bllllah. mybrotherloved t h o s e deep abstract and freedom and realism: e e e ky e y 
.@afn @afnstuttgart as preteen tween teen iloved rules of engagement videogame replayit still as dynatech. principally f r e e e e d o m eeeeekyey spaceshooters the freedom the spacecockpit with tactics matter and the resso‎urces deepabstract freedom ifoyuthink toosinister systemshock2 is eventhat too but in firstperson shooter whichidontlike the operationflashpoint armedassault series seemed…
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gameinfoxtbr · 9 months ago
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Space Shooter Latest Update and News
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Space Shooter is still enjoyable because of the space shooting game variety, exciting boss combat, and Space Shooter Latest Update and News. The game is developed by Rocketads Ltd which has been constantly updating the game and adding new content, patches, and events. As always, in this post, we’ll discuss new features and changes that took place in Space Shooter so that you won’t get lost. 🚀
🛸 What’s New in the Latest Space Shooter Update?
https://spaceshooter.online/ PUZZLE GAME COMEBACK
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Do you want to get a gift code
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10 users will receive a surprise pack that contains.
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100 gems; 50k coins; 20 silvers and 10 unicard.
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Deadline: Oct 14 Ready to test your knowledge? Let's go!
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Thanks,
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From Space Shooter Team. 1. New Ships and Pilots This new update has added two new ships for players to control each with their special powers and hits. These ships are intended to assist you in gaining victory in both campaign and PvP battles. - Nova Raider: A fast strike vessel with homing torpedoes and a powered-up armor system. - Galactic Falcon: A heavily armored, slow-moving ship that sports strong long-distance firepower and is good for the PvE modes. 2. PvP Matchmaking Improvements Over the years, the call for an improved method of matchmaking for PvP has been made by so many players and the developers have finally listened. The update also brings a modification in the rating list where skilled players will be matched so that PvP battles will be strategic and fun. 3. Seasonal Event: Space Invasion The Space Invasion is now a new and temporary event that invites the players to endure successive enemy hordes to receive immense bonuses. This event’s completion will be rewarded with additional ship skins, gems, and other rare items. If you’d like step-by-step instructions on how to make optimal use of this new content, please read the news Space Shooter Game Guide.
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🎮 Balance Changes and Bug Fixes
This update also brings several balances to change the gameplay as follows: Here’s what’s been tweaked: 1. Ship Balancing A few of the strongest ship classes, including Phoenix Star and Void Thunder become slightly less powerful for the sake of balance. On the other hand, B-Tier ships like Comet Blazer have been rebalanced to be offered as more viable for PVP and PvE. To get specifics on how these changes impact the grand scheme of the game, head over to the Space Shooter Tier List to learn how the ships have been ranked following the update. 2. Bug Fixes A few annoying bugs have been squashed, including: - Improved hitbox detection: Several players complained that bullets shot by enemies were striking their ship when they tried to avoid it. This has now been fixed. - Login issues resolved: A few players were facing some issues such as login issues during peak hours. This issue has been addressed in the latest patch.
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💥 Upcoming Features: What’s on the Horizon?
The creators of Space Shooter are already hinting at fantastic future updates. Here's what players can look forward to in upcoming releases: 1. New Multiplayer Modes The new mode being considered for implementation is a co-op mode where players play alongside each other and have enemies to fight. This mode is expected to add a new layer of strategy to the game because a player can coordinate two or more ships that possess different capabilities to counter more challenging levels. 2. More Ships and Skins In an official statement, the developers have admitted that there is a plan to integrate three new ships and other ship skins in subsequent updates. New ships themselves will have some sort of special abilities so the players can test out with different tactics. Get in touch with Space Shooter Developer and get to know the newest features and announcements.
💎 New Space Shooter Gift Codes
The update also has another new gift code that is wonderful for the gamer to get the chance to effortlessly accumulate a bunch of free gems, coins, and other special features that are available for redemption through the settings option. To have the complete list of codes check out Space Shooter Game Codes.
🚀 Tips to Maximize the Latest Update
Who is interested in getting the most out of the new Space Shooter update? Here are some expert tips to help you get ahead: 1. Upgrade New Ships ASAP The new ships introduced as Nova Raider and Galactic Falcon are powerful units of your fleet. They need to be upgraded often so ensure to gather as many events, daily quests, and gifts resources to advance them as soon as possible. 2. Master PvP with Matchmaking Now that things like PvP matchmaking have been made better, it is time to hone yourself up for the task. Change ship and/or pilot and check if this combination is suitable for the new rank because of the American system. 3. Join the Space Invasion Event Try the limited-time Space Invasion event where you earn exclusive items such as skin for a ship, gems, and power-ups. Thus, higher-level challenges reward the best prizes – so try to level up your ships to participate! To see more tips, you may visit the Space Shooter Game Guide to find out how to master the new update.
🔥 Why Space Shooter Updates Keep Players Hooked
Because of the constant stream of new levels and upgrades, Space Shooter continues to be one of the favorites. Here are some of the key reasons why the updates keep players coming back: 1. New Challenges Every update brings new levels, bosses, and events, which is good because it always provides us with new material. The developers make a point to deliver something new to be on the lookout for with each update. 2. Balance and Fair Play Based on player feedback, the developers set ship power levels in such a manner that one particular ship does not become overpowering for the rest of the ships for too long. Such commitment ensures that the levels of competition are maintained and the game does not take sides. 3. Community Engagement The Space Shooter Developer team uses social networks and often interacts with players. They include not only the collective feedback of a million players but also make the game feel like it belongs to everyone, in a way. To also get updated with all the new changes simply click on the Space Shooter Developer page link.
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❓ Frequently Asked Questions (FAQs)
Q-1 Which features have been added to the new version of Space Shooter?A-1 This update is composed of new ships, matchmaking enhancement, balance change, bug correction, and the addition of the Space Invasion event.Q-2 Where can Space Shooter gift codes be redeemed?A-2 For the redemption of these codes, players have to visit the ‘settings’ option and then they can enter the code under the ‘redeem ‘option with the code. Below, you can check the updated codes:Q-3 What is a Space Invasion event?A-3 The Space Invasion is an event available only for a limited time and requires the players to defeat waves of enemies to gain ship skins and gems.Q-4 When does Space Shooter come out with new updates?A-4 The developers release updates quite often; several times a year, at least once in several months, they add new things, events, and improvements.Q-5 How do I know of its next updates in the future?A-5 The official announcement will be posted on the Space Shooter Developer’s page, as well as in the Space Shooter Latest Updates and News section of the website.Q-6 Is there a list of newly available ships in the latest update?A-6 Yes, the latest update introduces two new ships: Mark II Nova Raider and T cloud-7 Galactic Falcon.
Conclusion
In the wake of the new update players are to expect new ships, enhanced PvP matching, balance adjustments, and an interesting event. Whether you are an amateur player or a professional player, there’s no better time to come back and discover all new additions. New missions, updated tasks, and active users make Space Shooter one of the best space combat games on mobile platforms to this day. The Space Invasion event is still ongoing, so remember to join it and use the most recent gift codes to begin with! Word Count: 1,058 Read the full article
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thecodingcanine · 2 years ago
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Help Fund my Game!
I am attempting to create a game called My Event Horizon. A Starfox inspired top down space shooter. My Event Horizon will be a proof of concept for something much bigger I have in mind. It will focus on dogfighting game mechanics, a lot that is similar to playing Starfox 64. Here's a video:
Funding, however, is a bit tricky, and meeting this goal will help a LOT in developing a final product! Go to my Ko-Fi and donate if you wish to help! Or if you want something out of it more immediately, commission me! (also found of Ko-Fi). I do mainly pixel art or logo design, so if there's something else you had in mind, ask me! Always ask! I do not mind. Send me a DM, a message through the commission on Ko-Fi, or any other way you can get a hold of me!
Here's my card: https://thecodingcanine.carrd.co
Buy me a Kofi: https://ko-fi.com/thecodingcanine/goal?g=0
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nuo2x2 · 2 years ago
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Game & Watch Space Shoot by Liwaco
Taken by nuo2x2 with Olympus EP-5
another instant classic, if you are as dino as me, you will directly recognize this gizmo just by seeing the bright blue and white color combination... might be my personal fav game watch from my childhood... and yet I just recently know the manufacturer for this product is called Liwaco ^^’
gameplay is super simple, just shooting upcoming alien style spaceship coming from the other end of the screen.. and they look A LOT like space invaders spaceship, rip off much? lolol
ps: each one of these are my personal collection that I own and play since childhood, unless stated otherwise
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gamechestgames · 3 years ago
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Just Finished: Lylat Wars
Finally I've put down the sequel of one of my favorite titles of the Super Nintendo. It's a great game however it's missing a few things that makes it not much compatible with my current gaming lifestyle. The lack of a save status during each run demands that the player makes a full run each time wich request around 2/3 hours in a row. With it we'll surely find new paths and take the most out of the game exploring more paths and take the most out of the game. I just don't have that time available nowadays. I really have to revisit this one either on 3DS or through another version that would let me do some sort of save state. Apart from it I have barely nothing to point it down.
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