A downloadable game

This game is for the ZX Spectrum Next computer.

BETA - Single level demo

I'm currently developing a new multi-scrolling action shooter game and I'm looking for play testers to test a demo level. Basically I need testers to provide feedback on the current demo build, including:

  • What doesn't work i.e. Bugs, graphic/sound issues...
  • Any platform issues i.e. Issues on emulators and real hardware (ZX Next, N-GO, MiSTer...) 
  • Gameplay issues i.e. What's fun, what isn't fun (how it can be changed), control issues...
  • Other feedback
Demo Limitations
  • No title screen or title music
  • Only one level - Level loops when complete

Thanks in advance for any assistance. I would be grateful for any feedback posted to this itch.io page or via email to robert_g_moran@yahoo.com

For reference all further updates will be referenced via this itch.io page and any associated devlogs; the final delivery date is expected to be sometime late 2023.

I hope you have fun.

Rob.

Description

Webster and the Spider-Bots is a multi-scrolling action shooter set in the world of the spider-bots. Within this world a corruption has spread, turning some bots into evil disfigured bots, but also leaving a small number of friendly bots.

The purpose of the game is to help our hero Webster locate and rescue these friendly bots. This is achieved by activating the bots and leading them to a rescue point. This sounds easy, but enemies can disable the bot requiring Webster to re-activate. Please note, each rescue point can only be used once.

Hint: You can use friendly bots to shield Webster from bullets and approaching enemies.

Abilities

Webster isn't defenceless, he has both a weapon and the ability to slow-down time.

The weapon is automatically upgraded during the level as he rescues friendly bots; upgrades include quicker more powerful firepower and multiple bullets.

The slow-down time ability allows Webster to slow down hazards and enemies whilst allowing Webster and friendly bots to travel at normal speed.

Hint: Use this ability sparingly as Webster has limited time, but this time can be topped up using lockers and pickups.

Lockers/Pickups

Lockers are distributed throughout the level, and increase Webster's energy or slow-down time. Shooting a locker will toggle the status of the locker. i.e. Toggle between providing an energy increase or a slow-down time increase; passing over a locker will update Webster.

Pickups are dropped when a certain number of enemies have been destroyed, and provide a smaller energy or slow-down time increase. A pickup type can also be toggled, but this needs to be performed by pressing the [E] key.

Hint: Be quick as pickups will disappear.

Door Types

Throughout the level Webster will encounter a number of different door types, including:

  • Green - Status: Unlocked door
  • Red - Status: Locked door - Opened using keys collected throughout the level
  • Blue - Status: Trigger locked door - Opened by triggering certain events e.g. Destroying enemy spawn points, rescuing friendly bots...

Hint: Slide against a wall whilst pushing in the direction of the door to open.

Hint: The floor pattern near a blue door will point to the trigger events required to open the door

HUD

The HUD at the top of the screen provides the following information:

  • Keys Collected
  • Energy Level
  • Slow-Down Time
  • Friendly Bots Remaining

Level Status

The colour of the walls in the level indicate the level status:

  • Blue - Status: Normal - Friendly bots need rescuing
  • Red - Status: Door Lockdown - ALL doors in the room are locked, and can only be opened when all spawn points and enemies have been destroyed within the room
  • Green - Status: Level Complete/Exit - All friendly bots have been rescued and Webster must find the level exit

Spawn Points/Enemies

The majority of enemies are spawned through spawn points which can be destroyed by Webster. There are two different types of spawn points including:

  • Red - Keeps spawning enemies until destroyed by Webster
  • Blue - Spawns a limited number of enemies until it is automatically destroyed

Webster will battle a number of enemy types, some easy some more difficult. Please note, not all enemies can be destroyed and some will re-activate.

Hint: Certain enemies can only be destroyed by other enemies, so use this friendly-fire to your advantage.

Other Elements

There are other elements in Webster's world that I've not mentioned, so I'll leave these for you to discover...

Controls

Webster is controlled using both a keyboard and a Kempston mouse. The keyboard is used to move, whilst the mouse is used to move the weapon reticule and fire/slow-down time.

Keyboard:

  • W - Move up
  • S - Move down
  • A - Move left
  • D - Move right
  • E - Toggle displayed pickups
  • Space - Pause/Un-pause game

Mouse:

  • Direction - Move weapon reticule
  • Left Mouse Button - Fire weapon
  • Right Mouse Button - Slow-down time

Install instructions

For both physical platforms and emulators, it is advised that you hard reset your machine before running Webster.

Steps: Physical Next and other hardware

Copy the file webster.nex onto your ZX Spectrum Next SD Card

After starting the hardware, select webster.nex from the browser to launch the game.

Steps: Emulators

Copy the file webster.nex into your ZX Spectrum Next SD image using a utility such as hdfmonkey e.g. hdfmonkey put <filename of SD image> webster.nex

After starting the emulator, select webster.nex from the browser to launch the game.

Download

Download
Webster.nex 144 kB

Development log

Comments

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so far reminds me of robotron, alien breed and gauntlet

(1 edit)

Really like this. Love the use of mouse and keys that works really well. I think it could do with some continue points maybe. I know its old school back to the begining but maybe a spawn when you die at the electric floor part. Also the game runs/plays better at 60htz over hdmi than 50htz over vga. I think with a killer atmospheric soundtrack this game could be awesome. i havent finished it yet...its tough,, :) 

electric floor is brutal may need tweaking?

i was finding it hard to get through the doors sometimes.

Love the slow mo mechanic


great demo though, really look forward to your progress with this. thank you

Thanks for the feedback, glad you're enjoying it.

You're not the only one that mentioned continue points, also I was considering this myself. As a result I'm looking at the best way to implement this without making it to easy.

Also someone else mentioned the doors, so again I'm looking at how this could be made easier.

With regard to the electric floor. The trick is to use the slow-time mechanic, as you can't outrun the electric current. Once you use that it's easy :)

Physical version?

Not sure yet, depends on demand. But again you're not the first person to ask, so could be😀

this is so cool - played on an n-go and love it!

Good news, glad you liked it. Did you manage to complete the level?

haha not yet!  the elecrtrified floor keeps getting me!  Will keep trying

Try using the slow-time mechanic when moving between the stripped blue blocks, as these blocks are safe points ;)

its wicked hard!  One the electric floor theres 2 squares where the electric current is static until I realised you can shoot the blue circla pds to turn blue (freeze)?  that made it a little easier - but the next stage with the bots that run at you then run awat!  WTAF!  Any those little flying bots.  Man theyre killer!  Not got past them yet.  Another hour lost but I'll be playing it again today for another hour.  MUST COMPLETE!

Good news you're progressing😀 The actual game will have a more gradual difficulty level, the demo was to demonstrate and test a number of mechanics. Good luck with the later sections😉