Qualdrin
Meet the literal space shooter. Instead of shooting bullets or lasers, your ship shoots "space" (i.e. blocks) that your enemies collide into. But watch out: You can end up running into your own blocks too!
There are three levels and bosses to fight against.
Qualdrin includes several accessibility features. These include:
- Remappable/adjustable controls for keyboards
- Ability to navigate menus and play only using the keyboard
- Game speed adjuster to make the game go up to 50% slower
- Option to give yourself more lives
- High contrast graphics and text
- Option to remove the Bottom Feeder stage hazard to adjust difficulty
Learn why accessibility is important in gaming by going to http://gameaccessibilityguidelines.com/why-and-how/.
Background music by Jordan Peloquin: https://jwesternskies.itch.io
Status | Canceled |
Platforms | HTML5 |
Author | Gerald |
Genre | Shooter |
Made with | Construct, Piskel |
Tags | 2D, 8-Bit, Aliens, Arcade, Retro, Space, space-shooter, Sprites |
Average session | A few minutes |
Languages | English |
Inputs | Keyboard, Xbox controller |
Accessibility | Color-blind friendly, Configurable controls |
Links | Homepage |
Development log
- 4.0 patch notesJul 27, 2019
- 3.2 patch notesMar 25, 2019
- 3.1 patch notesAug 01, 2018
- 3.0.10 patch notesJun 18, 2018
- 3.0.9 patch notesMay 23, 2018
- 3.0.8 patch notesApr 23, 2018
- 3.0.7 patch notesApr 12, 2018
- 3.0.6 patch notesMar 22, 2018
Comments
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A couple thoughts :
- The game's premise is really creative and thought-provoking.
- There's no offline version, so hitting Esc also causes the game to go out of fullscreen mode.
- The game would've actually been more controller-friendly, if it didn't have any controller recognition at all. The controller support that's included does embrace an Xbox plug-and-play model. However, the Gamepad keybinder that's provided is not nearly as flexible as what you get with profilers like JoyToKey. Even in Keyboard Only mode, Buttons 1 and 10 still have controls imposed on them, so I think the game is too in love with the plug-and-play model.
Likewise, it's not true that the main menu *has* to be navigated with a keyboard, since you can put keyboard and mouse movements on controllers, with profilers.
Thanks for playing and sharing your feedback. I'm glad you enjoyed the premise.
I should be able to fix the Esc issue by changing the game to launch in fullscreen. (An offline mode for the game is something I'll still look into.)
I've heard of JoyToKey. I didn't realize it would have some weird interactions. I'll look more into it when I can find my Xbox controller 😅
If you DM me, we can go over details, without them appearing here.