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Nice. This makes me want to play a number of games as the bad guy.
agree there are probably a bunch that would be fun. packman, play as a ghost and need to multi task to get all the ghosts in a spot to trap pacman

donkey kong, play as donkey and try to time barrel throws to hit mario

galaga, play as the fleet, control left right of the whole fleet and have the 3-4 different "attacks" you could send out.

Nintendo and Namco made a multiplayer Pac-Man for GameCube where three players play as ghosts on Game Boy Advances and can see the whole map, while one player plays as Pac-Man with a limited view.
Mr. Don’t? “Centimpede”
Space invaders but you’re the invaders would be fun. And I have to assume it’s already been done.

On a different note, Rampage was a great game where you’re the bad guy. I had a blast playing this as a kid.

Yes, like Destroy All Humans, Alien Hominid... Not arcades, though.
I created a reverse Space Invaders a few months ago, but I struggled to get it to be a fun game as you just move left and right avoiding the players bullets. (I'd post a gif, but it looks exactly like Space Invaders to watch).
The Wizard of Yendor.
Rogue Like Celebration is _now_. Great video coverage on YouTube
You likely know this but in case not: Dungeon Keeper series.
Sim City: you're the disasters.
Sim City was already a "you are the bad guys" game!

The creator of Sim City was working on a game called Raid on Bungeling Bay" [1] where your job was to bomb a fully functional civilization into the stone age. He had so much fun developing the civilization that he decided to make a game of it.

So maybe we just need a "Raid on Bungling Bay Redux: Massacre of The Sims".

[1]: https://en.wikipedia.org/wiki/Raid_on_Bungeling_Bay

> Creative Computing in 1984 said that the game "push[es] the animation capabilities of the Commodore 64 to their very limits". The magazine concluded that it would become "one of the all-time great computer games".

Gaming journalism didn't only recently become ridiculous, it turns out.

There's still plenty of time for a successor!
Smooth full-screen scrolling on the c64 was hard. In the years since 1984 people discovered ways to use unintended behavior in the c64's video chips to move a lot more of the screen around seamlessly, but ROBB's fast omnidirectional scrolling was pretty slick for a game from the same year the c64 came out.

Raid Over Bungelling Bay grew into Sim City, which had remakes over two decades and spawned an entire genre of "city builders", I think there is indeed an argument that it became an "all-time great".

I second (from another comment) the suggestion for CARRION. Think of it like those 80’s movies where an amorphous creature is captured/created and stuck in a lab. You play as the creature, trying to get out.

https://store.steampowered.com/app/953490/CARRION/

Also, not exactly playing as the bad guy but Enemy Mind is a fun tangential concept where instead of having your own ammo and life, you’re constantly possessing enemy ships and using their resources, before discarding them for the next one.

https://store.steampowered.com/app/285840/Enemy_Mind/

Coincidentally it’s now with 60% discount and it’s worth it at that price. If I recall (it’s been many years since I played it) the game was short and didn’t have a lot going for it outside the gimmick.

In board games there's "kill doctor lucky" which is reverse cluedo/clue.
Crawl is a great one. Rouguelike where when you die you inhabit the dungeon.
Nicely done. Took a minute to figure out.
Fun twist on the game!

I didn't play for too long so I don't know if difficulty ramps a bunch, but I just clicked where the ship was about to be and instantly destroyed it, quickly passing every wave I played.

The number of ships increases, and then the speed, and then the accuracy with which they fire. The gravity generator seems slower to recharge, and the asteroids are slower to generate, or that may be subjective.
Around wave ten, I think the ships can teleport.
Different ships that can survive and bounce on slower or glancing hits, shields, more maneuverable saucer ships. Wave fifteen the ships reload and fire really rapidly, decimated a crowded field in seconds.
I did a "Asteroid as an FPS" a couple months ago, play it here: https://linsomniac.github.io/roidbelt/
The silly part is that you end up just looking at the radar and playing regular Asteroid anyway
The whole reason I made it was that the "top down" view never really clicked for me, so when I'm playing it I almost never look at it.
Cool idea. AI phrases like 'The radar never lies' get on my nerves though.
unlike regular asteroids where you can keep track of your ship bc you only have to follow one object around the screen and you control it it seems like the hardest part of this game is finding the ships. esp. when they star to be multiple shapes. it would lightly break the vibe but making the ships a different color would help a lot.
Second that. Colors is a requirement. Yet I loved the concept.
I preferred it without colour, half of the fun is finding the ships, like a where's wally/waldo
At least one of the ships is shaped very close to the smallest asteroids making it very hard to track.
It's especially bad that they can hide behind the UI sometimes...
Its a fun game! The only thing I would add is the ability to see the players cry and lose their quarters after you smash their ship.
oh i really like this idea. very cool
Really awesome this makes me want to play old school games
Fun for about 5 minutes but screeches to a halt when ships start to teleport. Only takes a few minutes to be able to get to wave 12 and then there's no progress after that.
Yeah, the teleporting was an exceedingly annoying and un-fun mechanic. In games, players don't like when something happens without warning and are unable to react to it. This is why we have telegraphing. Dev, if you want to keep the mechanic, give it a charge up time and an indicator of the impending direction of a warp. Otherwise, funny idea for a game.
I agree that the idea that some number of teleporting ships scales past the ability to bring enough chaotic asteroids to bear on them seems like a design problem. For me, that was six ships on wave 14. The field is rapidly emptied of threats.
Great Game! I think we'd all have an easier time with color added, which is why this game is challenging in a good way. Side-note: I beat 9th place globally! Let's go.
Oh this is a fun game! Just keep moving the asteroids non-stop, that way you can catch them when they spawn
The controls/rules are pretty unclear. This thing could use a controls/rules option.
The game is pretty confusing i still do not understand how to play this the right way a guide there would make it good.
So I got a really high score before I signed in, only signed in afterwards, and now, even though my high score displays on the "best wave" display for me, it's nowhere on the global high score board. I'm just going to have to, like, get it again somehow?? That's annoying.
May I suggest removing/rephrashing the "you are not the ship" subtitle (clearly AI "this button is not red"-style writing).
"Are you not Asleep?" is the one question AI cannot answer
I disagree. The subtitle was half the fun for me.
And this is why we'll have to live with AI slop for the next decade
I made a planet-defending game back in 2018. Didn't realize that it actually mimicks Asteroid

https://play.google.com/store/apps/details?id=ru.ivanludvig....

One of the most frustrating things about mobile gaming is that you can't just release a game, you have to commit to keeping it updated for the rest of your life or else accept that in 2-3 years nobody will be able to play it.
Since not all asteroids are pulled to the gravity simultaneously, some kind of background starfield could make it clearer that the camera/viewport is moving.
Very fun! I sucks playing asteroids, here I am an Ace!
Had an actual fun for about 5 minutes, thank you! Good casual game!
now go make "Bowser: Kidnap the Princess"

Thanks!