LightWay Demo


File Name Dmo_LightWay_PSP.zip
File Type ZIP
Developer Pjeff
Operating System PSP
File Size 39.34 MB
Created 10/20/2008
Updated 10/20/2008
Downloads 7837 times
Download time  
Modem: 2 hours 38 min
ISDN: 42 min
DSL: 4 min
CABLE: 3 min
T1: 1 min

LightWay Demo
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File Description
from Cladil:

Hi everyone!

I present my game, LightWay established by the Motion Studio. This is a shoot'em up originally for PSP but declined to use the computer. It includes a playable adventure as a two players comprising 12 levels (not including bonus levels) but also online with a friend with an Internet connection.

Motion Studio:

-Pjeff (encoder)
-Cladil (GFX)

Stifpsp thank you for beta-testing demo! And Pseudo have to imagine the scenario and help the imagination of levels!

I. Scenario

The scenario is more a pretext than real history. Cinematic refer throughout the adventure. Here's the synopsis:

"In a distant world, war rages between light and darkness.

The shiny crystals, huge rocks projecting light and life to the most remote dying. The Luminous beings born of these crystals, suffer from the onslaught of darkness, creatures from the shadow that is gradually worldwide. Their relentless rise will lead to the destruction of crystals and thus the end of Luminous.

You are one of the last hopes of your people. You must leave your own and begin a journey to the crystals to turn and push back the darkness. "

II. Vessels

Your first ship. Fairly basic, but it is handy little tough. It will rely on your agility and fire power to survive in this conflict.



The Armubble is released when you complete the first solo mode.

How to unlock it and its effects remain unclear (even for the development team ...).

As you progress, the enemy units will change also. The Vflyer, present in the early levels is gradually replaced by a stronger enemy and so on. It nevertheless find some basic vessels at special levels where they are extremely numerous.

III. Gameplay

The controls are intuitive and classic:

• The cross directional to move
• X to make (or E (2) computer)
• R to rotate (or - (6) on computer)
• L to display the lives of boss (or '(4) computer)

A level can be divided into two phases: a long journey punctuated by enemies and a duel against the boss.

The gameplay is changing: each level will bring a change, more or less important, how to play. Thus, the level 3 for example, you will fight with allies, 7 is much faster than others, 8 will require you to destroy a particular type of vessel ... etc.

IV. Soon

New systems are currently in programming for the next level.

One of the most interesting of the game lies in the formation of a group of Luminous. You order your allies, then you can split into three courses:

• Training offensive: your allies then placed in front of you and shoot at will.
• Training neutral: your allies are placed on each side of your ship.
• Training defensive: your allies put behind you and attack when you are being targeted.

Better still, each student can launch an attack cluster overpowering! By getting a piece of crystal shining, you unlock a landfill titanic energy for the offensive formation, a blinding flash which prevents enemies from attacking for a few seconds for training and a neutral vortex formed by your allies around you that you protecting while attacking the defensive formation.

Level 4 will show a kind of atypical enemy: the vessel wall-or Wallshield. This blocks the player must destroy to move by attacking the weak point in his armor.

New weapons also appear as a missile launcher and a homing laser crystal able to shatter a row of enemies.

Thank you for reading this presentation! Give us your feedback or bugs identified to help improve the game



 

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