There are a small handful of varied
enemy ship designs, a few basic starry backgrounds, and the icons used for the power - ups.
Enemy ship design varies substantially from a group of small enemy ships that fly in formation and do not withstand much damage before being destroyed to much larger enemy ships which are better equipped in both offence and defence as they fire missiles at your ship and are able to receive more damage, alongside even more advanced enemy ships that utilise cloaking and space warping technology to make it as hard as possible for their ship to be destroyed.
Not exact matches
Attack subs are
designed to find and sink
enemy ships, this includes your boomers.
It's not that the
ship and
enemy designs are bad, exactly, it's just that it all seems so visually uninspired.
You have
shipped at least one or more games;
designing in the areas of player combat mechanics, and / or
enemy design and behavior.
Majority of the game is set on a
ship where you have the classic Resident Evil formula in play with tightly
designed corridors full of
enemies and locked rooms.
In addition to player VS player strategy, Galactic Reign features an extensive collection of single player missions that challenge you to use clever
ship design to defeat
enemy fleets.
Having great graphics for its time, Gate of Thunder takes the player through seven levels of diverse
designs, each with its own set of unique
enemy ships and obstacles.
Enemy design is nondescript and ranges from
ships, to stationary objects that spew projectiles, to robots.
The
enemy designs are pretty generic, and consist mostly of bland looking space
ships.
Xatax is a side - scrolling shooter that doesn't add any revolutionary concept to the genre, but does what it does well: furious action, tons of power ups, endless waves of
enemy ships, and well -
designed levels.
The seemingly very - repeated level
design almost comes hand - in - hand with the
enemies: due to the nature of the game, and it being a shoot - em - up, the levels themselves really come from the encounters with
enemy ships or bases, rather than what's going on in the background.
This is especially evident when using the
ship designer since you must constantly
design new
ships to utilize breakthroughs and counter
enemy weapon systems.
The game looks like a million space bucks, shinny bright explosions with slick
ship and
enemy designs.
The pin point
design (the
ship's hit box is a mere (and precise) 4 pixels by 4 pixels, which constitutes the inner circular part of the middle of the
ship)(the rest of the
ship is impervious to
enemy fire), the beautiful bright neon graphics, the simple (yet effective) hard rock soundtrack, the excellent control, and the steep, but fair (due to excellent
design) challenge all come together to form a frantic, intense, and chaotic, yet entirely cohesive experience.
Yinka Shonibare's scale model of Nelson's flag
ship Victory, sails printed with African textile
designs and flying flag signals from the Battle of Trafalgar including «engage the
enemy closely», has proved one of the most popular of the fourth plinth sculpture commissions.