[1] / [0] to steer

[9] accelerate

[8] decelerate

[SpaceBar] to shoot

original game: 

https://archive.org/details/zx_Deathchase_1983_Micromega

StatusReleased
PlatformsHTML5
Rating
Rated 5.0 out of 5 stars
(1 total ratings)
AuthorHoshikawaGinza4Chome
GenreAction
Made withUnity
TagsRetro, ZX Spectrum

Comments

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This is a quite great clone for the original game. The visual style and movement all look identical to Death Chase. The only thing is that at first the AIs are a little bit far from the camera and it suddenly accelerates too much. However, overall very solid work!

A really solid clone for Deathchase! The trees and the enemies were super nice looking, and their movements were spot on. You even included the helicopter, which is a nice touch. The only thing I would have to say is that the projectile is a bit slow, and I can't really see it hit the enemies. Good work!

The way you implemented the trees for this clone was really neat! Honestly it really hammered down the 3D feel for me because it feels like the trees are coming directly at me through the screen and I guess the best way to describe the feeling is a sense of dread, but that's the point so that the player feels the urgency to avoid the trees! The movement feels pretty alright, but I think my main issue with the game is trying to hit the enemies. I feel like the speed the bullets move at is a bit slow and they've never been able to reach the enemies for me. Despite this, I still felt very engaged trying to chase them down while avoiding the trees and I think this is a decent clone!

I am really into the art of the bullet. The smooth feeling of turning the motor makes the game easy to controll. Also, the trees that come toward my face makes me feel unreal but coooool.

Wow I really enjoy playing this! It looks/feels very similar to the original but has a really cool way of implementing the moving trees with that sort of unity energy (that's not bad, I find it very enjoyable).

I guess the only critique is like what kind of choice you want to make with implementation of the trees- do you want the smooth movement of the unity trees or the jerky pixel movement that's actually on the ZX Spectrum? It's weird to think about, but it seems like you did make your aesthetic choice here. With the unity movement.