Welcome to my new event, the PEW PEW PEW Trains❗

[For updates to the game, please see my first post below the thread description! If you want any of these features, you need to download the latest version and install it over the top of your current version!]


Hi, everyone! I've sent out all of the keys for wins where the player code was valid! I have also tried to reach out to each person individually that did not have a valid code to explain what's wrong (e.g., the player never added their player name and code at all, the code is the default one for "player" [this happened a lot], etc.) and to please fix it ASAP. When you update your invalid code with the correct one, please send me a SG message or IM me on Steam, and I'll check it and get your key sent out as soon as I can (I'm going to be in a training class the next couple of days, so will only be online in the evenings).

If there is an issue with a key, please agree to delete the GA, and I will find an alternate prize for you!

Congrats to all of the winners!


This event is all about action games! All of the games in the GAs for this event include one of three things:

  1. Guns!
  2. Lazzzzers!
  3. EXPLOSIONS πŸ’£πŸ’₯
    Or, preferably, ALL THREE!

When I thought about how I wanted to do an action-game-based set of trains, I thought, "why not make it so participants have to actually play an action game and get a decent score to enter the trains?" Yeah! But where was I to get a game that would let me insert links to trains in it? Well, I looked and looked, but couldn't find anything that would work. So, there was only one answer: I'd have to make one.

That's right, people, I MADE YOU A FREAKING VIDEO GAME!

I think that this is the first time we've done this on SG, but I could be wrong. Either way, I wanted to do something new and different for this event.

[For the mods: yes, people are going to have to download something that I made. No, I do not make money from this in any way, it includes no advertising nor any type of promotion, and I do not intend to sell it in the future. In other words, there is no personal gain of any type for me in this. I developed this strictly for a SteamGifts event to give to the community. Just wanted y'all to know that I always try to follow the rules. πŸ˜πŸ˜ŽπŸ‘πŸ»]

Please read everything that follows! I know that it's a lot, but it's all important (plus, I took the time to write it 😏).


So what is this game?

The game is called 1954, and it is an endless, RNG-based shooter that heavily rips off was inspired by the classic 80s video game, 1945. It started out as me doing a tutorial for a very, very crappy version of that game, and I thought, "man, I can work on this and make it way better than this garbage," so I did. I found a guy who created a sprite sheet that replicates the graphics from 1945 almost to the pixel, and he was offering it as full public domain for use in anyone else's project. As I'm not any kind of real artist, I grabbed it, thanked him, and used it as my inspiration to create this game. All sound effects were either from packs I own or came from Freesound.org (I will be adding credits to the end of this thread later).

Hey, that's super. How does the event work? The trains, man, the trains!

Ok, there are two trains in this event. The first one contains 82 carts and the second one contains 83 carts, for a total of 165 GAs. They're running from today until mid-day (CT US) on February 10th. To enter the trains, you must play the 1954 video game and achieve a good enough score to expose the 5-character code that you can type into the URL of the first invite-only GA of each train (if you don't know how to do this, I or many others around SG can help you understand how to make it work).

First things first: you need to download the (very small) installer for the game from HERE.

Then, play the game. Be sure to change your player name to your SteamGifts name! You need to score at least 10,000 points to get the code for the first train. You need to score 25,000 points to get the code for the second train. As you would expect, the games in the second train are of higher average quality or are more rare/unique/etc. The second train also includes a couple of non-bundled GAs at the end.

You will see the train codes on the Game Over screen after you game ends if your high score is qualifying (meaning that if you are trying to get a higher score and don't do well on another game, you'll still see any codes that you qualified for from previous games). They will be clearly labeled Train 1 and Train 2. You can use these codes to enter the trains by replacing the ????? in this URL: "steamgifts.com/giveaway/?????/"

Also, don't try to hack the saved high score. It's encrypted. You'll likely fail. Just play the game, Cheaty McCheaterpants. 😜

So what's to keep people from just giving the codes to their friends so that they can cheat and not even play the game?

Hey, I'm glad you asked! So, the other thing you'll need to pay attention to is the winner code that follows your name on the Game Over screen. When your game is over, in the middle of the screen, you'll see your score, the high score, your player name, and finally your winner code under that (see attached graphic at the bottom with this and the train codes highlighted in green boxes). This is why it's important to enter your SteamGifts id as your player name. The code that is generated is completely unique to your player name and is generated using a terrifying algorithm that I created. If you're a cryptologist, you might be able to break it in a few hours, but it would be a lot easier just to play the game.

So, when you're ready to enter the trains, go right ahead. But, the other thing you need to do is update this Google Sheet with your player name (SteamGifts id) and the generated code. I will be checking all winners by running their SG name through my algorithm, and if it doesn't match, I'll be contacting you to prove to me that you played (in case you just made a typo or your arch enemy changed your entry or something). But anyone caught cheating will have their GA re-rolled and they'll go straight on my blacklist for life, so please just play the game that I took the time to make for you, ok?

RECAP:

  1. Download and install the game
  2. Run the game and be sure to enter your SteamGifts name as the player name
  3. Score at least 10,000 to enter train 1 and/or 25,000 to enter train 2
  4. Take note of your winner code and add it to the Google Sheet

More about the game

The basic instructions are included in the game (just click on the question mark on the menu screen), but I also want go over some things here as well as provide some more semi-spoiler-level stuff for those who are curious about where/how the difficulty ramp-up works.

Controls are simple: you move your plane with either the WASD or arrow keys. You shoot with the space bar (you can just hold it down) or the Enter key. Press the pause key or the P key to pause the game. No, I didn't make reassignable keys (it's actually a big pain in GameMaker Studio...you should see the code that I had to write just to allow you to enter your player name and save it), but at I did try to include two sets to support both righties and lefties. 😎

You can turn the music on/off by simply clicking on the musical note on the menu screen.

You can resize the game window, and the game should scale appropriately. You can also switch to full-screen (and back) by using alt-Enter. For ultra-wide-screen gamers like me, it should letterbox things appropriately in full screen.

Shoot everything that moves. At first the game starts very slowly, but believe me, it will eventually get close to a bullet-hell game. Be vigilant about picking up power-ups...they are your key to survival when the difficulty ramps up. At very high scores, power-ups will be very frequent and practically litter the screen. Grab everything that you can...they're worth points, plus caching as much of the spread-shot power-ups as possible is key to carving through a screen full of enemies.

I've tested the install on multiple PCs, and everything seems to run ok even on a fairly-potato computer. Oh, and sorry, you need to be running Windows to play the game. No linux distro (I'd love to, but no time for the extra build and testing). No Mac (shouldn't you be running Parallels, anyway? 😜).

Notes and tactics

  • Enemy bullets remove 10% of your health.
  • Colliding with an enemy plane is instant death (so if you have to choose between a plane and a bullet, clearly choose the bullet).
  • When you lose a life, your gun speed powerup will be reduced by one, and you will lose your diagonal shot
  • Your bullets can collide with your enemies’ bullets in midair! This is a key tactic to surviving in the game.
  • The most important tactic is to upgrade your guns and use them for defense as well as offense.
  • The second most important tactic is to load up on every spread shot powerup you can grab.
  • No bonuses will spawn before 500 points
  • Bonuses will come more quickly as you progress through the game…at very high scores, they will drop rapidly. You’ll need them to survive, so grab everything you can without colliding with enemies.
  • The first gun speed powerup only spawns after 1K
  • The second gun speed powerup and diagonal shot powerup only spawn after 2K
  • You can have a maximum of 5 lives from collecting powerups
  • Grabbing a spread shot powerup gives you 5 rounds of shots at 1 shot per second
  • There is no limit to how many spread shot power ups you can collect, e.g., if you grab 4 powerups, you’ll have 20 seconds/rounds of spread shots
  • Enemy shooting speed increases as your score increases
  • Enemies arrive more quickly as your score increases
  • Bombers arrive every 2K-2.5K
  • Kamikaze Storms arrive every 2.5K-3K
  • Formations arrive every 1K-2K starting at 500-800
  • Jets arrive every 1K-1.5K starting at 3K-3.5K
  • Bombers get tougher to kill throughout the game, with a maximum HP of 200
  • Bombers will travel along one of three various flight paths
  • Bombers have three different shot patterns: burst, spiral, and volley. Learn them and use your guns to protect against them
  • Under 3K, enemy formations are always comprised of Fighters
  • From 3K-8K, enemy formations can be Fighters or Heavy Fighters
  • At 8K, enemy formations are always Heavy Fighters
  • At 4K, Fighters and Heavy Fighters increase in speed
  • At 5K, the Jets increase their fire rate
  • At 5K, sometimes the Kamikazes will attack from the side
  • At 6K, some of the Spewers will slide sideways
  • At 12K, the center (or 2 leads in double-V) plane in a formation will be a Spewer
  • At 15K, the Jets get 50% more HP
  • At 25K, small enemies other than the Kamikaze gain an extra HP
  • At 30K, the Jets arrive in pairs

Important note: lior9905 has added 29 new carts to the end of the first PEW PEW PEW train! If you haven't already found them, go back and enter some more GAs!

If I missed anything or anyone has any further questions, ask away.

Ok, I think that covers everything! So play the game, which I hope is fun for you, and best of luck with all of the PEW PEW PEW GAs!!!

View attached image.
4 years ago*

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thank you pew pew!

4 years ago
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Thanks for the ride and for the game as well, it was really fun :)

4 years ago
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You, sir, are a mad genius!
When you said you had a new even in the making and we should be excited, I was hyped but man oh man, was I unprepared for this!

4 years ago
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I can't tell you how pleased I am to hear that. I was really hoping that this would be fun for people. πŸ––πŸ»

4 years ago
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i like this event <3

4 years ago
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OMG! Like, so, totally tl;dr. Can you please say that in 140 characters or less?

4 years ago*
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Bwwwuuuuahahahahahahahahaha! NOOOO! TOO BAD! I WILL MAKE YOU READ! READ, MONKEY BOY, REEEEAAAAAD!!!!

πŸ˜πŸ˜…

4 years ago
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Yay, 63249! So many times I was down to one spare life and then was saved by lucky bonus life spawns! Such a fun and crazy game :)

4 years ago
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Congrats! Glad you had fun playing. :)

4 years ago
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To begin with nice job with the game!

Some side notes:
Autofire is underrated. Keeping that space pressed the whole time was the hardest part ;) Depending on the targeted mechanics overheating or autofire would be a nice improvement.
With full fire power upgrades, hp becomes useless, enemy bullets are just a source of points. I tried to stay as close to the bombers as possible just to finish them off faster. Either way they were unable to finish me off from full hp and there were plenty of repair packs to pick up in-between bomber attacks.
Warning messages could be moved to the top or bottom of the screen. You mentioned that you added jets later on to make the game a bit harder, but that forces the player to stay closer to the middle of the screen and in such case, those messages are too intrusive. If I can suggest something, the message itself could even be much smaller and moved to the corner if some other less intrusive indicator was also present(slight, red flashing overlay, or some sound effect)

Ps Getting killed doesn't block spawns from a started wave(or maybe it registered too late?) Only once I got down to 2 lives as I got killed 3 times in a row during a kamikaze wave. 1st kill from a kamikaze from the side(I must have just unlocked it as it was the first time I saw such attack pattern), 2 life for crushing into an enemy in clouds during an evasive maneuver(I overestimated my firepower after a death) and then by the last kamikaze from the same wave

I want to emphasize those comments are supposed to be constructive critique and not some whining of a disappointed player. I'm fully aware how much effort coding something like this requires and the quality is more than good enough for a one time project made only as part of an event. Please treat them only as suggestions in case you ever decide to make something on a bigger scale

As a side note, I really appreciate how diverse your events are.

4 years ago
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Hey, thanks! You're on the money, and I actually already fixed a couple of the things you noted here (you're definitely not the first person to ask for some of this stuff)...I worked on them last night and posted them, so there's just overlap between your post and when I updated around 2-3 am earlier this morning. πŸ˜‰

Anyway, good news for you: there is fire-lock now (just press the L key), updated the in-game instructions to reflect this, and I coded invincibility upon respawn last night. You're also right about things being a bit too easy. I wanted this to be pretty achievable since I was making it for an event, and some people aren't that great at schmups. But I may go back and add different difficulty levels or reduce the drop rate of power-ups (it was done via an algorithm based upon projected need, but I think I overestimated...then again, if you do get dropped, your only hope of getting back in the game is getting your guns back fairly quickly, which is why it gets kinda spammy at high scores. But I think there's a happy medium that I could figure out...it would just require a little more intricate coding).

I hadn't really thought about the location of the warning messages. That's a good idea. I probably won't shrink them (because I still giggle whenever the stupid Kamikaze Storm warning comes on the screen), but it makes a lot of sense to, at the very least, move them higher up so that they're less likely to be overlapping with your plane or with things you're immediately trying to deal with. I'll post an update in the first response to the thread (that's where I've been putting other update notes). In the meantime, you'll get a couple of the other things you're looking for just by downloading the most recent version of the game from the link you used before. πŸ˜ŽπŸ‘πŸ»

4 years ago
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I must have read the path notes just before the second update then(or else I'm blind). I didn't have time yesterday, so I came back to it today without rechecking the first post, just saw the comment about the invincibility and thought that it's the 2nd version while it was the 3rd already.
Nice frequency of updates :)

Autofire - βœ“

HP(I might have not been clear enough) - I've read the comments regarding the difficulty, but suggestions for those usually were about difficulty levels, new enemies or bosses, while what I wanted to say was that something could be done regarding the bullets mechanic itself. Their speed, damage done and toughness(I think all of them can be destroyed with a single hit) could be modified for some enemies, maybe even add indestructible ones, otherwise I don't know what kind of threat bosses could pose, unless they would be accompanied by lots of enemies coming from behind. It's simply too easy to destroy all bullets incoming from the front

Warning messages - I fully agree that they're to stay. I also liked that ✈Kamikaze Storm✈ warning, it just should not be displayed in the middle of the screen. For the moment warnings are just like another enemy, but while you know that a cloud is coming a warning message can appear out of nowhere in the most critical moment. It alone is troublesome, but combined with a cloud they can almost completely occlude the most important part of the screen. This type of difficulty is certainly not what people find entertaining

Invincibility - βœ“ Also nice addition, but it might not be enough when for example there's a bomber at the bottom + kamikaze storm active and some random planes still on the screen.

At some point you mentioned

There is also a check to see if the player has recently died, which causes a delay of spawning new planes for a few seconds.

When I mentioned those 3 deaths in a row I didn't notice a delay between kamikaze spawns. It was more like 1st death from kamikaze, 2nd fighting what was on the screen and avoiding subsequent kamikaze spawns and 3rd one one again from a kamikaze(probably last one from the series of spawns triggered by the storm) After the last death there was some time to pick up power-ups, same happened a few times when I crashed into something during normal fights. Yet that delay seemed not to affect an ongoing kamikaze storm.

By the way, with such enthusiasm this will shortly be a new, shiny bullet hell game far beyond the scope of a tool for events

4 years ago
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Ha ha ha...thanks. BTW, on the pausing of new planes, you're right, it just pauses new random enemies from spawning, it does not halt a currently-ongoing kamikaze storm. But it does also reset the timer for spawning the next bomber, just to give the player a little breathing room.

If I DID do anything with bosses, I would likely arm them with some combination of weapons, at least 1-2 which would not be blockable by the player's shots. Perhaps there would be a couple of big machine guns that keep firing regular bullets that you could blow off of there, and then every so often, it would fire a big laser or electrical burst of some kind that would be unaffected by bullets. That's not on the horizon right now. But if I ever decide to revisit the game, I would definitely plan something like this.

On the invincibility time...think I'm just going to keep it 3 seconds. You could end up in a scenario with a lot of stuff on the screen, but in 3 seconds you should be able to find a relatively safe position, especially since you can shoot the whole time you're invincible. The game's already too easy. :D

I just got back from a Superbowl party about and hour ago and then helped my daughter study for a literature test. But I very well may modify the warning text tonight...I'll let you know if I get things moved so that you can download the new version. That's a really good idea and shouldn't take too much work to implement.

Thanks for all of the great input! I really appreciate it!

4 years ago
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Ok, update posted...the big warning texts are now appearing at room_height/4 instead of room_height/2. That should make them a lot less in-the-way of the action near the player's plane. πŸ‘πŸ»

4 years ago
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Bump. Thanks for the game and trains.

4 years ago
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Bump for awesome way of doing a giveaway!

4 years ago
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I've downloaded the first version, but played just now, because I'm old school. Great game and great event, as always, Grez even if is some asset flip

4 years ago
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Well, an asset flip is technically taking a game/demo/tutorial someone else has written, inserting different assets and publishing it. I didn't do that. I mean, I didn't create the graphics (well, actually, I DID create some of them), but the game is 100% original, from scratch. Just sayin'. πŸ˜‰

Glad you had fun...if you haven't downloaded the most recent version, you should. I added things like fire lock (autofire) and invincibility for a bit upon respawn. :)

4 years ago
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The asset flip part was a joke, but as I was afraid, it didn't worked well [Unlike your game]

4 years ago
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Lol, I was just being nit-picky and giving you a hard time. Clearly, my joke didn't work, either. :D :D :D

4 years ago
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Where is the last boss?┐(´Θ`)β”ŒπŸ’£γ€€γ€€Ξ΅=Ξ΅((( っο½₯Θο½₯)γ£πŸ’£γ€€γ€€γ€€γ€€βœˆ

4 years ago
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Bump!

4 years ago
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Awesome idea. Grez. Too bad I really suck at shmups.

4 years ago
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Lol...I swear this one becomes easy once you generally figure out the mechanics. Keep trying...I didn't set the score goals too high, so it's very achievable. Read the tips at the bottom of the thread, and if you need any more advice on how to kick the game's butt, hit me up on IM. :)

4 years ago
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I swear, just after posting this comment it suddenly clicked and all became really easy. Thanks for the challenge, Grez. You rock! <3

4 years ago
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Fun idea, thanks for the effort :)

4 years ago
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Great idea and realisation, had really fun 20 minutes playing...now onto these trains! Thank you so much

4 years ago
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Congrats, and good luck with the GAs in the train!

4 years ago
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Brilliant Grez. Thanks once again for making a unique event.

4 years ago
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You're welcome! I had a good time making it. I think that a community of people that focus upon giving things to other people deserve a little something entertaining now and again. :)

4 years ago
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First game I've had to play to get to a train - Loved it!

4 years ago
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Awesome, glad you dug it! Not sure when I'll have time to do another, but I'd certainly love to some day. I have keys set aside for a couple of other themed trains, and am working through ideas on how to present those. I may go back and do another event using the Dungeon Sandbox like I have a couple of times in the past. The Halloween one worked out well last year, so I may try another of those, too.

4 years ago
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Very Very cool. Whitelisted for the efforts

4 years ago
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Thanks, appreciate it -- favor returned. ;)

4 years ago
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my highscore so far is 7K, i'll have to keep trying!

4 years ago
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Definitely...you'll get the hang of it, and it'll become easy. I actually think that the toughest part is between ~2.5K and 8K. After that, the drop rate of power-ups becomes frequent enough that if you're good about constantly picking up the spread shot, and you get your guns maxxed out, you can just plow through everything.

I've had one player log a score of over 300,000! I haven't even scored that high. :D

So keep trying, you'll get it!

4 years ago
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Yeah, the power-ups were key. I got to 250K with 5 planes on deck before I suicided due to hand cramps (wish I would have read about the autofire... D'oh!) :P

Thanks for another awesome event, grez! :D

4 years ago
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You're welcome. Glad you had fun, and congrats on completely kicking the game's butt. :D

4 years ago
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AARRRRRRRRR 24,225 So close

4 years ago
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Update 2 is much appreciated, as my keyboard stops responding if over X keys are pressed at once.

4 years ago
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Ouch. Time for a gaming keyboard, my friend. :D

Glad that the update helped!

4 years ago
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I think it's "if three keys are pressed the fourth won't respond" but it might be the third non-arrow key that won't respond. :(

4 years ago
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thank you so much!!

4 years ago
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If you get the hang of it, the game is quite generous with power ups and you can last until you get bored. Bump!

4 years ago
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Yeah, I may go back later and code a higher difficulty that does things like reduce the power up drops, spawn multiple bombers at high scores, etc. It's kind of too easy.

Of course, if you DO get dropped, you really need those power-ups to get back in the game, but maybe that should be an important part of the challenge.

Thanks for playing!

4 years ago
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If you are planning to go back to it, try to add difficulty through something you can outplay as a player. Most similar games accomplish that through bullet patterns/mazes you can find your way through, perhaps a boss fight at some point too? At this point in the game side screen kamikazis feel like a cheap way to die. You can avoid them, but it comes down to focusing all of your attention on dodging them with disregard for getting hit by bullets. That's why I found the extra lives or health power-ups fair. I think if you were to get rid of this cheap element, you could also tone down the power-up drop rate and allow for better skill expression in your game. But going for more cheap deaths with additional power-ups is also a direction you can go with your game, it makes it more RNG heavy. Thanks for making the game!

4 years ago
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Deleted

This comment was deleted 2 years ago.

4 years ago
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After postponing it for a few days, I finally got to play the game. Awesome job! Tried it twice: first time I died at 6k and second time at 86k which is good enough for me.
I must say I very much enjoyed the Galaga/Galaxian sound effects ;).
Kudos for another great event!

4 years ago
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Thanks man! Congrats on making both trains and happy to hear that you had a good time. :)

4 years ago
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