A downloadable game for Windows


 

== About the Game ==

Armored Arachnid is an arcade-like top-down shooter in which you must stand your ground against continuous waves of increasingly tough opponents. Assimilate the abilities of your defeated foes and conquer the Hive Mind with your own customizable loadout!

After a brief period of peace, the notorious Hive Mind has resurfaced with a vengeance and launched an all-out attack on the planets of the Kelerata System! The planets' inhabitants were hopelessly incapable of resistance, and the Hive Mind quickly assumed an oppressive tyranny over the galaxy. However, the Kelerata System's liberation may be soon at hand - one of the Hive Mind's rogue bioweapons, long thought to be destroyed, has been discovered deep underground, fully intact!

Plan your own route through the planets of the Kelerata System as you undermine the ambitions of the Hive Mind, but be careful; the servants of the Hive Mind are also adapting to your capabilities and growing stronger with time!


== Features ==

  • Countless hordes of dangerous enemies and bosses to fight!
  • Three alien planets featuring unique hazards and locations!
  • Dynamic levels that adjust to your chosen playing order!
  • Lots of unlockable weapons, subweapons, and augments!
  • Highly customizable loadouts that drastically change gameplay!
  • Two difficulty settings for casual and veteran players!


== Controls ==

-- General Controls --
  • F1 / F2 / F3 / F4 keys: Adjust window size between 1x, 2x, 3x, or 4x resolution
  • F5 key: Adjust window size to best-fit resolution
-- Menu Controls --
  • Left mouse button: Select the highlighted menu option
  • Right mouse button: Return to the previous menu
-- Game Controls --
  • WASD / Arrow keys: Move
  • Left mouse button: Fire the main weapon
  • Right mouse button: Fire the subweapon, if equipped
  • Middle mouse button / Enter key: Pause the game
  • Escape key: Return to the title screen, while paused


== Development Status ==

Current version: 1.0 (First Contact)

This project is still in active development. Feel free to leave some feedback to help me adjust the game in the future!

StatusIn development
PlatformsWindows
Rating
Rated 5.0 out of 5 stars
(1 total ratings)
AuthorTaska
GenreShooter
Made withGameMaker
Tags2D, Aliens, Arcade, GameMaker, Retro, Space, Top down shooter
Average sessionA few minutes
InputsKeyboard, Mouse

Download

Download
armored_arachnid_1.0.zip 2 MB

Development log

Comments

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(+2)

You've come a long way, this game is pretty tight, I had a blast playing through all of it.

Dope enemy designs and varied attack patterns, Deadly Mode truly is challenging, the Hive Mind Trooper is the toughest of them all, as if they knew the Snowflake was truly OP.

The minibosses and boss fights are very challenging and well made as well. Volodiros is my favorite one, even though he seems like the easiest one. I thought his last phase is too short since you kill him so much faster than the other bosses. He doesn't seem to change much from Normal to Deadly except for the bigger HP pool (probably because it's the boss you can hit the most inbetween phases).

Mizerantha has the coolest attacks, touhou-esque kinda fight, distinct phases with a lot of charm. Karkambian probably the hardest one, i-frames - the Boss, very tough fight in Deadly Mode.

I have one question, what's the blue Z indicator below your health for? I tried pressing some random keys and it didn't seem to do anything.

Overall very fun to play, good work Taska.

I'm really glad you enjoyed playing the demo!

I wanted to try and come up with unique enemies while keeping a consistent "theme" for each of the planets. Lejra has enemies that try to get in close range while Fabor has enemies that are slow but produce a lot of projectiles. The Trooper is definitely the highest-priority target, it's especially threatening since its speed gets buffed with the wave number, but it also has the lowest HP of all enemies so you can kill it fast.

The demo currently ends after the first planet, but I'm planning for the second and third planets you do in a single run to get tougher with more enemies per wave, new enemy types, and different boss fights at the end. I'm also thinking about increasing the active enemy cap beyond 3 and adding some environmental hazards for later planets, but I'm not 100% sure yet. I'm aiming to make the player's chosen level order much more impactful than it was in Dark Space.

I did try to give Volodiros some extra HP since it's pretty easy to hang around in front of him and pump him full of bullets, but I could increase his HP further or adjust his phase change thresholds if you think he goes down too fast. I do agree that he's the easiest boss of the three, and I also think that his planet is also the easiest one, but I feel like it might be due to the default weapon just being a strong pick there. I imagine Volodiros would be harder to approach with a melee-range weapon.

I did give Karkambian less HP than the other two bosses due to the i-frames in the jumping phases, but he is vulnerable for much less time than normal on Deadly Mode, so that ends up making his fight take a lot longer. There is a bit of a secret strategy you can use against Karkambian to speed the fight up a bit; you can bait him into jumping on the rocks in the corners of the arena, which does a portion of his max HP and stuns him for a little while.

The blue bar will eventually be an energy meter for secondary attacks and buffs on right-click, but there aren't any in the game yet, so it currently doesn't do anything, haha. It (along with the score) will have a purpose in the next version, once I get around to implementing the equivalent of the orbital system from Dark Space.

 The next update will be focused on adding new weapons and upgrades. I'm planning for enemies and bosses to drop permanent upgrades that you can manage on the menu to customize your loadout. In particular, Karkambian and Mizerantha will drop alternative weapons (including the fan-favorite snowflakes), Volodiros will drop something that utilizes the blue bar, and the "minibosses" will drop general or weapon-specific augments (for example, the Sand Ghost "orbital" will change the default weapon to shoot two converging bullets like the enemy does). I'm planning to put a hard limit on how many upgrades the player can have equipped at once, but I'm planning for the limit to be able to be raised by reaching certain high score thresholds.

(+1)

guess it's armored arachnid wednesday!