"In times of darkness... an angle of light shall descend... to bring peace to cyberspace!"
A war somewhere in Metaspace is raging. The Defiance forces in the domain (dimension in a dimensional cluster) outnumber the Enforcers' defences and outgun them with sheer firepower. You are an Arc Angle from the Enforcer Anti-Virus units, an entity whose ability is to turn its enemy's shots against them. With this capability, the tides of battle may soon be turned in the Enforcers' favour.Arc Angle is a group project game in progress by Ironcommando and his two friends, as a side story to Metaspace. It's a Shoot 'em Up where enemies shoot ludicrous amounts of bullets. However, this is one instance where it's a good thing to have loads of bullets.Your ship has an "angle" in front of it which damages enemy bullets that fall in between, and turns the enemy bullets into holy bullets when it destroys them. Holy bullets will then home in on the enemy that spawned them, damaging the enemy. All is not easy, though—different enemies will require different tactics to destroy.Videos of the game in progress can be found here and here.Official Game Trailer here.The game itself is found here.
This upcoming game displays the following tropes:
2½D: Your attacks can home in on background enemies, and there are enemies that can attack you from the background as well. There is also a sense of 3-dimensional layering.
Action Bomb: The Security Mines in Apathy. Touching them or destroying them will cause them to explode. They can also attack, but only if you "look" at them for too long with a strong weapon.
Crystalls in Lucre and Hunger will explode into shards of shots when destroyed.
All Your Powers Combined: The final boss Xero-Fin has the abilities of the previous seven bosses (Flunkies, ability to change all shots into white ones, homing tendrils, gravity wells, a destructive laser cannon, and a deadly version of the angle weapon that auto-kills you if you stay in it.)
Always Accurate Attack: Your reverser field. Any enemy shot that get in-between those two lines will take damage and converted once they are defeated.
Crabburn's P.R.A.W.N., should you fail to destroy it before it hits the ground.
Another Dimension: Which is filled with dimensional clusters (each dimension in a cluster is called a "Domain")
Attack Reflector: The main gimmick of the game. Your only method of offense is to convert enemy shots by catching them between your angle.
Bandit Mook: Robbirds in "Lucre" steal away your upgrade credits should they come into physical contact with you. The bandits have a long-range version where they siphon credits from you via a grappling hook-like device if they are not destroyed in time. Highwayman has a money-siphoning grappling hook, and Aurum has money-stealing webs. Fortunately, any money stolen will be recovered if you manage to destroy the enemy before they run away.
Blob Monster: Cellivates in Seduction. If left alone, they will split into two smaller ones, and can attach themselves onto you to slow you down, drain your energy, and grow bigger. However, they're the easiest way to get rid of any Parasight Spores on you.
Degraded Boss: The System of Slumber re-appears in the boss fight against the Sleping Spire, but you only fight two of them periodically (and you cannot defeat them as you reflect their attacks back to the Sleeping Spire).
Final Exam Boss: The Sleeping Spire is a borderline case, you have to face off against all the enemies you fought during the level. Including the Mini-Boss. Hope you know how to deal with each one...
Xero-Fin has the abilities of all the previous bosses.
Flunky Boss: The Sleeping Spire isn't even bothered to attack, but it does have defence systems that will appear to attack you. Reverse their shots back to it to damage it.
Puzzle Boss: Void Warp cannot be damaged directly, you have to destroy the six generators that "feed" it.
Rush Boss: Fallen Angle. His attacks come fast and are devastating, but he does not have much health for bosses of their level.
Mirror Boss: Fallen Angle, who has an area beam like your character. Instead of reversing shots, it makes homing orbs appear all around you if you get caught in the beam.
Sequential Boss: The Highwayman's outer armaments need to be dispatched first, after which they will drop off and expose the main generator.
Aurum starts off swinging from the ceiling via a web, when its health gets low it drops onto the floor, merges its legs together, and becomes a Spider Tank.
Crabburn has you destroying its barnacle cannons, then its outer armaments, and then its eyes. Once all those are down, it opens up its weak point as a last resort weapon, which you strike For Massive Damage.
As for the enemies themselves, the colours they are comprised of indicate what colour of shots they will fire.
Collision Damage: Averted with most of the enemies, although going too close to them is a good way to get shot in the face.
Played straight in the cyber-organic level "Seduction", where many of the enemies try their best to "touch" you.
Also played straight in the "Hunger" level, where some enemies will eat Arc Angle (or suck him into a black hole) if they touch him.
Sorta played straight in "Lucre", the thieves don't damage you if you touch them but they will steal your money!
Combat Tentacles: Bio-Cardiac uses homing tentacle-like energy projections as an attack. Given that it was supposed to represent the sin of Lust, they may have another purpose...
Many of the enemies in "Seduction" will use this on you. These just kill you outright.
Competitive Balance: The stronger your attack, the smaller the angle it covers. (Note that each attack level is twice as powerful as the previous.) This makes a strong weapon good against the concentrated slow-moving strong shots, but less useful against the widely-spread out fast weak ones.
Cool Bike: KillCycles in Fury are motorbikes that chuck deadly firebombs from the background at you.
Cool Car: Roaders in "Fury" are car-like entities. Drives which appear in "Lucre" and "Fury" are crosses between car and motorbikes.
Death by Materialism: The minecart enemies in the second half of "Lucre" shoots bullets that look like flipped money icons. Do NOT touch those.
Death Is a Slap on the Wrist: You don't lose any power-ups when you die (as you have none to begin with). The Revenge powerup makes it even more like this- it turns all enemy shots into holy bullets when you die, and leveling it up again causes it to fill your super bar as well.
Destructible Projectiles: Almost everything an enemy shoots at you can be reversed. There are some which are not, these are the ones you have to be extra cautious for.
Difficulty Spike: The second stage "Lucre", where you face off against many hard-to-destroy yellow shots. Aurum, the boss for the level is also the game's Wake-Up Call Boss.
Donut Mess with a Cop: The corrupt cop cars shoot laser rings from the background as one of their attacks. Wouldn't be much of this trope if not for the fact that said attack is called "Donut Beam".
Doomed Hometown: Averted. "Fury" has your character's home city and main HQ almost destroyed by Crabburn.
Elemental Absorption: Crystalls absorb light from your angle that is oppposite of their colour (Sapphire Crystalls absorb anything with red light, Ruby Crystalls absorb anything with blue or green). If they absorb enough energy, they will instantly aim and fire their Wave Motion Gun, killing you very quickly.
Giant Enemy Crab: Crabburn, the first Mini-Boss of Fury. It's of the Fire element instead of Water, and it attacks with eye flamethrowers as well as plasma heat bubbles. And it's the largest enemy in the entire game- to the point where you have to fly a few miles away from the city just for its body to fit on screen!
The Goomba: Guardrons in Apathy are the first enemies you face. They are weak, but they too have a dangerous attack if they are left alive for too long.
Greed: Aurum, a spider-like being that ambushes entities that fall into its dimensional portals, kills them, and hoards their gold and valuables.
The enemies in the first half of "Lucre" also exhibit it. You fight bandits, money-driven bounty hunters, corrupt police cars, thieving birds, and a thief train. All of which are after your credits!
The Guards Must Be Crazy: Apathy has many enemies that don't do anything until you trip their sensors (Security Mines- trapping them in your angle, Guardrangles- getting too near)- you can sneak past most of them in a Pacifist Run. Makes sense as the level is based off the sin of Sloth.
Of particular note are Guadrangles, they will attack you only if you stand in their range for too long- if you move back out before they attack, they'll become idle again.
Another bad offender is the Mega Turret systems, many of them appear in the background, but only a few will come out to attack you. The rest are too lazy to attack. It's a good thing for you too, as they are the level's resident "large enemy".
Helpful Mook: Cellivates. While they will nomally attempt to shoot you or engulf you to drain your energy, their favourite prey is Parasight Spores, which they will happily get rid of should you have one latched onto you. They also won't shoot you if you're infected with a spore.
Hitbox Dissonance: Your hitbox is a few pixels wide. This will save your bacon against the huge bullet storms, but even then, homing missiles can still get you.
Homing Projectile: Holy Bullets shots will home in on the Mook that spawned it. Many Mooks will spam these on you too.
Hypocrite: Your leader Xero-fin is one- he says that he had you destroy the previous bosses for the "sins" they commit. Your Arc Angle points out that he's committing the worst one of all-pride.
I Fought the Law and the Law Won: Happens to pretty much all the bandits, raiders and bounty hunters in Lucre. Subverted when you face off against the corrupt police car things.
Instant Death Radius: The enemies in "Hunger" have them. Either because they're void vortexes that will instantly suck you in, tesla-coil like enemies that auto-zap you, or giant mouths that just eat you. The good news is that their radius is visible.
It's Quiet... Too Quiet: The starting part of "Lucre" has your fly down a seemingly-abandoned city... until you see an entire swarm of bandits rise out of the background and foreground!
Just Eat Him: The enemies in "Hunger" follow this trope- they chew on your character a few times if they get him, instead of swallowing him. Unfortunately, since you only take one hit to die, it doesn't really matter.
Know When to Fold 'Em: The game tells you that it's sometimes better to avoid powerful shots instead of trying to destroy them. Cases in point are the yellow/orange/red shots that you see in the first stage.
Meaningful Name: Your character, the Arc Angle. It's an arc with two lasers that form an angle!
Your leader Xero-Fin is named after Seraphim.
A Highwayman is a horse-riding bandit, The Highwayman takes it one step further by being a bandit train.
Apathy has the System of Slumber, three bomber-things that attack from the background.
Lucre has the Highwayman, a train/handcar/pirate ship that attacks you from the background.
Seduction has Bio-Cardiac. You fight his tentacles, and then he runs away.
Hunger has Shoop Da Whoop, a giant mouth with eyes that fires its lazor from its mouth and tries to suck in the player when it charges, and Null Squad, a deadly array of turrets in a circle (which encloses the player like a mouth if left alive for too long).
Fury has the Wreckcar, a car-thing with a large wrecking ball.
Money Spider: Enemies drop Credits when they die. This is because the energy data they are comprised of explodes into small fragments, which also includes the credits they carry.
Lucre's boss Aurum takes this literally, by being a Giant Spider made of money!
More Criminals Than Targets: Avarice City in Lucre, to the point where the bandits are known to steal from each other. Hell, even the birds there are criminals!
Multi-Mook Melee: The fight against Sleeping Spire has you fight all the Mooks in the level, except that reversed shots will target the boss instead of the Mooks.
Not Completely Useless: The grey power-level does piss-weak damage, although it has very large range (and hence one of the best ways to collect credits). It's also the only weapon that will not trigger certain dangerous enemies to attack (e.g. Security Mines) and can deal with some Zerg Rush enemies (Cybats, Wormicides) easily.
Power-Up Magnet: Your "angle" is able to attract credits towards you. Your character also has a collection radius that will ensure collection of credits that enter it. You can enlarge your collection radius via upgrades.
Set a Mook to Kill a Mook: The organic enemies in Seduction will attack and eat their preferred prey before attacking you. Wormicides will attack and eat Cellivates, Raptorflies will grab and kill Wormicides, Parasight spores will infest and kill Raptorflies, and those spores are absorbed by Cellivates.
Lucre: Themed after the Sin of Greed. A city that runs on corruption and vice, where even the thieves steal from each other. The source of this greed can be traced to the nearby "crystal mine", where a powerful being leads the hordes of bandits. Enemy Trait: Enemies drop lots of money, but they can steal your money.
Boss- Aurum: It shoots out hard-to-destroy golden bullets along with "jewels" of varying colour. Capable of converting weaker shots into golden ones. And like many of the enemies in the level, it can steal your money!!! Yellow-coloured.
Seduction: Themed after the Sin of Lust. A cyber replication of a bio-organic area. Entities in this area have organic instincts, which include the need for pleasure. A giant heart-like being enhances the growth and reproduction of the entities here. Enemy Trait: Enemies attack you with tentacles, or attempt to get "attached" to you.
Boss- Bio-Cardiac: Fires out a massive amount of pink, and purple blood cells that home in like sex-depraved maniacs, as well as trying to "touch" you with its Combat Tentacles. Also, many of its bullet patterns look very suggestive. Pink-and-blue coloured.
Hunger: Themed after the Sin of Gluttony. A domain that has been mostly devoured by entities with The Power of the Void, and is nothing much but rather empty-looking space. The source of this can be traced to a warp hole that leads to a void dimension. Enemy Trait: Enemies "eat" you if you get too close, they can also eat bullets.
Boss- Void Warp: Eats up weak enemy shots and spews out much stronger ones. Also has a move where it tries to suck you in. Orange-coloured (the devices, not the warp).
Fury: Themed after the Sin of Wrath. The Enforcer capital city of the domain is under attack by violence-loving terrorists intent on burning the city down. Destroy them and their leader before it is too late. Enemy Trait: Enemies attack with destructive fire-based moves.
Boss- Crabburn: Attacks the player with very destructive moves, such as warheads, Wave Motion Guns and incendiary missiles. Red-coloured.
One of Aurum's phases attacks in a manner similar to Morph Moth's coccon form.
Checking the "do you have arachnophobia?" box under the options section will allow you to skip the fight against Aurum, as it appears dead on the floor with the text "Sorry, I'm dead." when you encounter it.
NullSquad, the second Mini-Boss of "Hunger" is very similar to the "turret circle" from the first level of R-Type.
The Mini-Boss of the "Hunger" stage is a vector-graphic Shoop Da Whoop... When it charges his lazor, it also tries to suck you into its mouth!
Jaws in Hunger follow and eat a trail of "food" pellets that a drone drops, similar to Pac-Man. Unfortunately, the drone is directly attached onto you!
Also, the drone may drop a large pellet, which temporarily makes the Jaws larger and slower, and then it will head directly for you!
In the final stage, you fight against your own unit, and the Final Boss is your superior, similar to Einhänder.
Skippable Boss: Aurum can be skipped if you checked the "Do you have arachnophobia?" option under the options menu. However, it's better not to do so, as it is a literalMoney Spider that drops a lot of credits.
Smart Bomb: Holding down the left and right mouse button for a few seconds will allow you to use one, in which case your "angle" widens up to cover the whole screen while instantly destroying all enemy shots. It also makes you invulnerable to damage for a short period.
Getting engulfed by a Cellivate will require you to mash the buttons to get them off more quickly.
Getting infected by a Parasight Spore will require you to mash the buttons to shake it loose before a Parasight explodes out of you, killing you. Or, just get engulfed by a Cellivate- their favourite meal is Parasight Spores.
Spawn Broodling: Parasight Queens send out Parasights spores that attach onto you and kill you by exploding into a Parasight when they grow big enough.
Spread Shot: It's easier to list the instances where this doesn't happen.
Stealth Pun: Aurum is a spider-like being made of a gold-like Hard Light. It also throws said gold-like substance at you. In other words, it's a literalMoney Spider.
Wake-Up Call Boss: Aurum, who regularly shoots out yellow shots (near-impossible to destroy even with your current strongest weapon), and can turn all shots on the screen yellow. And he's only the second boss.
Wanted Poster: Giant ones are present in Lucre, on the city buildings. They have a picture of the Arc Angle on it, as well as a staggering bounty of $100000000000. Every time you see one of these, you will be attacked by a Bounty Hunter.
Warm-Up Boss: The Sleeping Spire. It doesn't attack, and its flunkies' shot patterns are relatively easy to counter.
The System Of Slumber is also like this, even though it's a three-against-one, their attacks are preceded by crosshairs that tell you where they are about to attack. Plus, you can beat them with one well-timed Smart Bomb.
Wave Motion Gun: Used by some of the enemies, such as Crystalls. And Crabburn.