War Ender Evolution :: War Ender Evolution

War Ender Evolution
War Ender Evolution

开发: Crystal Heart's Studio
发行: Crystal Heart's Studio

评价59%

关于这款游戏

非常感谢各位愿意游玩《War Ender: Evolution》。
这是一部在架空的近未来世界中,玩家扮演地球联军抵抗外星侵略的弹幕射击游戏。
希望大家能够反复游玩,记住敌人的攻击模式来进行攻略,从中享受乐趣。

最初只想着做出来就好了,随后经历了无数个版本的更新,最终变成了现在这个样子,其实已经跟最开始相比是个新游戏了。
本游戏的制作方向是街机的弹幕射击游戏,只不过速度偏快,但相对的弹幕比较单纯。

祝各位武运昌隆。

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基本操作方法:

键盘玩家:
上下左右箭头移动,按住Z主副武器同时持续开火,能量大于5.0时按下X使用主动护盾。

手柄玩家:
左箭头键或左摇杆移动,按住A或者叉射击,能量大于5.0时按下B或圆圈使用主动护盾。

在主菜单界面,键盘玩家可以按7、8、9、0来更改分辨率,对应手柄按键的L1、R1、左摇杆、右摇杆
需要注意的是即便调整了分辨率,游戏的渲染分辨率依然是800 x 1000,更大的分辨率会失真,而更小的分辨率会丢失画面细节。

在选择界面按2来选择难度,对应手柄按键的A或者叉。
每次重开游戏难度会默认回归Casual

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游戏机制:

得分倍率:当玩家获得分数时,实时的得分倍率会乘以这个分数便是玩家获得这个分数的最终得分。得分倍率在击毁敌机或使用护盾或Hyper机制时会增加(机制在能量条目中介绍),在0.8s后,得分倍率将会以每一帧0.02的速度下降,每次击毁敌机都会刷新这0.8s。擦弹也会获得0.08的得分倍率,但是擦弹并不会刷新这0.8s。每5.00得分倍率会使rank+1。
得分倍率显示在游戏画面左上角偏下的位置。

能量:击毁敌机来获得能量,越是危险的敌人给予的能量就越多。能量也可以由擦弹获得。每次使用能量都要消耗5.0。如果玩家使用Shield Style会获得一个5s的护盾,在拥有护盾时触碰子弹可以增加得分倍率,每一发子弹增加0.32的倍率,并且能够维持倍率,即便是中弹后的应急护盾也有这个效果;如果玩家使用Hyper Style会在5s内获得1.5倍的火力,每击破一个敌人会额外给2.5倍的击破获得的得分倍率,boss会给少些。
能量显示在游戏画面右下角。

rank:rank越高敌人的子弹越快,游戏也就越难。最低rank为0,最高rank为50,当rank到一定数值时还会改变敌人的攻击方式。每次使用Shield或Hyper时,会额外增加3点可被Hyper加倍的rank,中弹时会清空额外增加的rank。
rank显示在游戏画面上方中心。

rank = (得分倍率 / 5)+ 额外rank

分数 = 基础分数 * 得分倍率 * 难度系数
当前的分数显示在游戏画面上方左边。
本地的最高分显示在游戏画面上方右边。

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自机介绍:

Type 1:
速度较慢,适合清兵而不适合对抗boss的自机。
经典设计

Type 2:
高速却难以清兵但又适合对抗boss的自机。
可以在不开火的时候按住上或下修改开火角度

Type 3:
中等速度但却具有高灵活性的射击角度的自机
按住左或右修改开火角度

About This Game

I am appreciated that you are willing to play .
This game is set in a near future, when you are one of the defense force belong to the Earth, and you have to defend the Earth from the alien invasion.
Hope you can play the game again and again, and try to memorize how enemies act to progress the game. Then enjoy the game.

At first I only thought about making the game. Then I push this game go through multiple updates. Finally it becomes this game, and it has been totally different from the original game.
This game tends to make the feeling of arcade bullet hell game. This game is relatively faster, but the bullet pattern is not that hard.

Good luck fighting.

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How to play:

Keyboard:
Move: UP DOWN LEFT RIGHT ARROW for basic movement.
Shoot: Hold Z to shoot both primary and secondary weapons continuously.
Style: When Energy is larger than 5.0, Press X.

Controller:
Move: DPAD or Left Joystick
Shoot: Hold A or Cross.
Style: When Energy is larger than 5.0, Press B or Circle.


To change resolution, in default screen when the game just loaded up. Keyboard user can press 7, 8, 9, 0 to change resolution. Controller user can press L1, R1, left joystick, right joystick to change resolution.
Note that larger resolution will make the game distorted, and smaller resolution may leak some details.

In selection screen, keyboard user can press 2 to change difficulty, while controller user can press A or Cross to do so.
Every restart will set difficulty back to its default, casual.

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Game Mechanic:

Score Multiplier: multiply the score that a player gets in real-time. The score multiplier will increase by destroying enemies or using style mechanics (which will be explained in Energy part). The multiplier will drop in a speed of 0.02 per frame after 0.8s of the destruction of an enemy. Each kill will refresh that 0.8s. Multiplier can also be acquired by grazing enemy bullets, however, graze does not refresh that drop delay. Each 5.00 multiplier will increase rank by 1.
The score multiplier is shown on the top left of the game window.

Energy: Destroying enemies to get energy. More dangerous enemy will give more energy. Energy can also be acquired by grazing enemy bullets. Style activation will consume 5.0 energy. The player will be invincible in this 5 seconds if uses Shield style. When player has a shield, catching bullets can increase the multiplier. Each bullet for 0.32 multiplier and it can hold the dropping of multiplier. Even the shield after taking hits has this effect. The fire power of player will be 1.5 times higher in this 5 seconds if uses Hyper style. Destroy enemies during hyper gives more than triple the multiplier gotten from enemies' destructions. Boss will give less.
Energy is shown on the right bottom of the game window.

Rank: Higher rank means more difficult. Each rank will increase enemies' bullet speed. The lowest rank player can get is 0. The highest rank player can get is 50. In higher difficulty settings, when rank reach a certain value, enemies will be enhanced. Each style activation will increase rank by 3, and this style rank can be doubled with Hyper. If hit by enemy, the rank gotten from style will reset to 0.
Rank is shown on the up middle of the game window.

Rank = (multiplier / 5.0) + style rank

Score = score for destroying enemy * multiplier * difficulty multiplier.
Current score is shown on the up left side of the game window.
Local high score is shown on the up right side of the game window.

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Player's Weaponary:

Type 1:
Slower speed, and potentially higher damage against swarms.
Classic design.


Type 2:
Higher speed, and potentially higher damage against the boss.
Can change fire angle when hold up / down while not firing.

Type 3:
Medium speed with high flexible fire angle
Can change fire angle when hold left / right.

游戏截图

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