With the same basic controls as the classic Asteroids®, you must learn to navigate and fight with inertia ever present. Solaroids is not a game for the twin-stick junkie. You’ll need to evolve or perish trying. Take complete control of your vessel, amass advanced weaponry, and take back the stars…

Features

    • Classic Asteroids® game play
    • Huge wrapping arena
    • Power-ups and new threats unlocked throughout the levels
    • Various bosses
    • Customize player ship colors
    • Damage system
    • Forward and reverse thrusters
    • Progressive difficulty
    • Continuous leveling
    • Up to 4 local players
      • Join at any time
      • Unlimited credits
      • Cooperative or not - you decide
    • Supports common controllers:
      • Xbox 360/One
      • Dualshock 3/4
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Solaroids has a large playing area, and as such it is easy to lose track of your friends when trying to coordinate an attack on the more difficult bosses or for those times when your “friends” have gone rogue and they need a little justified payback.

When bosses first enter the playing area, often it isn’t till they are on screen, or you start seeing a barrage of incoming missiles headed your way, that you realize where they are attacking from. While sometimes the surprise is warranted, with a resulting spike in adrenaline as you attempt to quickly maneuver to evade sudden destruction, sometime it just feels unfair, and a way to anticipate the interaction better would really streamline things.

I’ve had it on my radar, so to speak, for some time to create a basic way to indicate player positions and other threats or items of interest. It is the current #1 requested game feature that comes up during local multiplayer sessions.

So, without further ado I introduce the new Player Reticle feature. Currently, a Player Reticle will show three types of information:

First, small triangles arranged around your ship indicate the direction to distant players using their respective colors. The current orientation of the other players are also show, as well as relative distance indicated by size. As another player gets close enough to come into view, the indicator fades out.

Demonstration of Player Reticle when tracking other local players.


Second, the locations of active enemies are similarly indicated with small red squares.

Finally, enemy missiles that are currently locked onto you are indicated with smaller red triangles, and the reticle ring will change to red to indicate the incoming threat.

Demonstration of Player Reticle for tracking enemies and detecting incoming missiles.


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Solaroids: Prologue
Platforms
Windows, Mac, Linux, X360
Developer & Publisher
DynF/X Digital
Engine
Custom
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Homepage
Solaroids.com
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Style
Genre
Arcade
Theme
Sci-Fi
Players
Single & Co-op
Project
Indie
Twitter

Latest tweets from @solaroids

RT @xiotex: I know you haven’t heard me talk about this before but this obscure game called “Promethium” is on sale! T.co ;)

Aug 22 2017

RT @ChadCYates: @RockapePlays @Solaroids Thanks for playing! I think you have it in you to get in the top 30, maybe top 10! Soon th… T.co

Aug 22 2017

RT @RockapePlays: Latest #indiegame vid is up, this week its @Solaroids by #indiedev @ChadCYates Please check it out! T.co

Aug 22 2017

RT @ChadCYates: Great marketing timing... NOT #SolarEclipse2017 our eclipse peaked at 10:27! T.co

Aug 21 2017

My feeble unprepared attempt at photographing the solar eclipse. #SolarEclipse2017 T.co

Aug 21 2017

RT @nycholas_coelho: I posted my first #youtube video. How'd I do? I would love your feedback!#indiegame #unity3d #gamedev #gameplay

Aug 15 2017

RT @_BiscuitDog_: Let's Try: Solaroids: Youtu.be via @YouTube

Aug 15 2017

RT @Solaroids: Animated GIF goodness... T.co

Aug 6 2017

RT @Solaroids: Suppress all sprites and player HUDs for a wallpaper rendering mode! :) #screenshotsaturday #indiedev T.co

Aug 6 2017

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