Entity Medialab is a newly founded organisation that plans to focus on showcasing all kinds of digital arts (such as games!).
It's curated by me, Jan Robbe, the same person who manages Entity Netlabel (a website that promotes unique electronic musicians from around the world since 2003).
The intention for HI0 was simply to create an addictive environment, with focus on (learning how to create) interesting gameplay.
I had originally planned a 2 month development cycle, but only 6 months and 2 side-games later I got to finish it.
For future games, I plan to put a bigger focus on audio and audiovisual interaction. And ninjas. From hyperspace.
HyperSpace Invader Zero (HI0) by Entity Medialab
This game is DRM-free
Enjoy three different styles of shooting games in one convenient package!
Hyperspace Invaders Zero (HI0) is a collection of (3) action-packed shooting games.
Two of them are based on the classics Space Invaders (1978) and Paratrooper (1984), with added combo mechanics.
The main mode -Soulgrinder- is an all-new hectic shmup (that features a 100+ levels Training Mode) in which you can upgrade your firepower as you survive more Training Waves.
It also has adaptive difficulty which means that the game becomes harder as you reach higher scores, keeping the challenge high at all times.
Full version gives access to a BONUS DOWNLOADABLE MP3 EP (Atomhead - Aftermath EP) full of nerve-wrecking music by the developer!
How to Play
All gamemodes in HI0 are based on a simple control scheme: left and right arrows for movement, and up arrow or spacebar for shooting. The main mode doesn't even require you to push the fire button since it's automatic.
Let's do an overview of the game modes:
Retro mode is an "infinite runner" game (which means the game gets harder over time but if you play well enough, you'll be able to survive
longer and score more points). It plays very much like the original 1978 Space Invaders game, but has an added combo mechanic.
Shooting an alien gets you points and a multiplier. Miss a shot and your multiplier will be diminished by 1/5th. Shoot a UFO and catch
that big blue soul for a temporary firing upgrade. The upgrade's effect lasts longer and becomes more efficient as you get further into the game.
The more multipliers you have, the faster UFO's will appear.
Newly added: a 2 player hot-seat co-op mode!
Soulgrinder mode is the main game that actually has seperate levels and 2 end bosses (you'll only get to the 2nd boss if you play well enough).
Again, just push left or right for movement, and do absolutely nothing to attract souls. Small souls will increase your multiplier.
Gather enough of them and your firepower will also increase. Big souls (as always) trigger a temporarily upgraded firing system.
This mode also has so-called "adaptive difficulty". In this case, it means that if you get a higher score, the next game will spawn more enemies,
keeping the challenge hi at all times, but also allowing you to score more points. For every 1000000 points you score, the game will adjust itself.
I put in a TRAINING MODE as well for a reason (besides the obvious). Every time you survive a predetermined number of waves in TRAINING MODE,
your ship gets a permanent firing upgrade. This way you will be able to cope with an increasing amount of invaders. The more Training levels you
complete, the more points you will get for defeating a boss in Normal mode.
Spacetrooper mode is basically a remake of the 1984 game "Paratrooper" with some twists. Left and right buttons adjust your shooting angle, fire
button fires (surprise!). Much like in Retro mode, missing a shot will diminish your multiplier count by 1, so accuracy is rewarded. Don't let more
than 3 aliens land on either side of your hyperspaceship...