Task Force Kampas

Task Force Kampas

released on Feb 22, 2019

Task Force Kampas

released on Feb 22, 2019

Task Force Kampas is inspired by the Golden Age of japanese shmups, and adds new mechanics, randomly generated levels and handcrafted bosses. It is an endless loop: you can finish it, but also find the way to continue past the ending and get the highest score! Space shooters were never that punchy before. Task Force Kampas emphasizes music and game feel to create the perfect game you'd want to spend all your coins into (if that were still a thing, you know.)


Released on

Genres


More Info on IGDB


Reviews View More

The phrase 'randomly generated levels' does not spark joy. I think too many developers think that the novelty of something being randomly generated beats out the benefit of actual level design. Does it make the game infinitely replayable? Sure, maybe. Does it make the game easy to learn or get the hang of? No. But I digress.

Right off the bat, the game decides to auto scroll the screen that shows you the controls? Even if you access it from the menu, it only shows you for about 2-3 seconds before fading out. Why? What's the point? It's very confused about its own control scheme too. Usually, you press either X or K to select things when on the menu, and to shoot when in game. However, if you die and manage to leave behind a high score, you have to press enter to confirm the high score name you entered and then space to restart the level. Why!? You could've used X/K for both of those! They aren't used for anything else on that screen, and space/enter don't work as controls ANYWHERE else in the game, not even on other menus. And speaking of menus, I accidentally deleted my high scores because when I went to check them, my cursor got auto-sent to selecting the 'delete data' button... for some reason. Like, that's what it sends your cursor to when you open the high score page. It's at the bottom of the page as well, so I didn't even see it. I didn't think to look where my cursor ended up, hit the key twice (thinking that it didn't load, this was right after the space/enter thing frustrated me), and deleted my data... not that I really care though.

As for the gameplay itself... Listen, I don't play a lot of shmups, my experience with them starts and ends with the mini game in Kirby Mass Attack, but this can't be the standard, right? And I know the game prides itself on being 'on steroids' but when you get to the point where your ship moves so fast it's like you have no control over it, and everything is so bright and flashy that your eye can't focus on anything or distinguish anything from anything else, I think you ought to just reel it in a bit. Not to mention there's no tutorial or anything that tells you what the meters in the corners do, not even text above or below them that say 'health' or 'whatever the red one is'. And speaking of health, what's the point of having a health bar if you die in two hits every time anyway? You can only heal up when these big letters appear on the screen every 60 seconds, but again, you don't know which does which because a big "D" and a big "H" don't exactly tell you what they are. Why not use more recognizable symbols like a bullet or a heart? This game is just full of bad design choices, and to make it all worse, it's not even fun.

One of my favourite things about Shmups is how they are always simple on the surface but really surprisingly deep in their own unique ways. Because of that, sometimes my opinion on a shmup can change drastically from first go till the time I've rinsed it clean.

Anyway TFK felt rubbish at first and only got worse. Stinkin.

easy baby shmup
stopped playing after the plat(30mins)