You are International Antiterror Special Ops soldier Lt. Charles, sent to investigate reported Space Nazi activity near the moon. You find a station of theirs on the dark side of the moon, when they manage to damage your ship and you are forced to land. Your new mission is to get as many of those bastards as you can.
Note: Please read the README. You may want to use the resolution switches, especially if the default window doesn't fit your screen well.
Ratings (show detail)
Final Release (without music)
Release Candidate 2 (without music)
Release Candidate 2
Screenshot of some action
Beta (without music)
spacen - Day 1
spacen - Day 2
spacen - Day 3
Graphics: check. Music: check. Sounds: check. Huh, looks like I'm on schedule.
spacen - Day 4
listed what I still wanted to add and rethought how the mechanics should work.
Thursday = finish powerups, try some ideas.
Friday = intro/menu, outro/hi-scores.
Saturday = polish, distribute.
spacen - Day 5
[A few hours later:] Damn sports. Sprained my thumb. Will have to resort to
Coded a prototype of mouse controlled shooting. Not sure which I'll use yet.
A bit behind on schedule. Will have to cut down on planned powerups, probably.
spacen - Day 6
Explosion sounds are an interesting issue. Apparently you can hear stuff on the
So what I did was have an explosion sound play unless you are jumping and it
Next I decided to make mouse control the default. It simply works better. Less
Having caught up with my yesterday's schedule (more or less) I started on the
Now seemed like a good time to update the game entry on PyWeek and upload a beta
Then the Game Over screen. I gave the player some statistics about their game
spacen - Day 7
First I refined the end screen a bit, refactored a lot of stupid code that I
The game looked OK at this point, but I wanted more, so I decided to add another
At this point I spend time testing the game and pushed a release candidate on
Now I'm at twelve hours to go and wondering what I should do. I think I'll take
Higher resolution required quite a few code changes (since I'd hardcoded most
Finally, I spent quite a bit of time searching and destroying small bugs. At six
spacen - Post-Mortem Diary
On to the actual game. I'm quite happy with how well it turned up, considering
I think the weakest part, especially comparing to what other games I've already
In the end that was a design choice I made because giving the player free
At first I also thought I'd need to come up with a win condition, but in