Atomaders/Gameplay

Menu screen
The game has 7 options to choose from in the Main menu, Start Game opens up the Campaign selection screen, from which the player could start selecting a blank slot and put their names on it then choose what Campaign segment do they want to play, then the player will choose between 5 planets to start, if there is no progress yet then Coralos is the only planet available for now, Options opens up the volume slider, controls configuration, and shadows, Help will open the Help section for the game explaining how the game itself works, About will show the game version and the names of people involved with the game, Hall of Fame will open the local leaderboards, Register will open an external window causing the game to minimize, the external window will request for the basic information of the player which will be used to submit their score on the Worldwide Hall of Fame, if the player has successfully registered the button will be greyed out, and Exit closes the game.

Interface
The 4 holes in the top left section of the screen is your extra weapon charge, once you get at least 1 extra weapon drop, this will fill up at least one hole and show the "mini" icon of the extra weapon right beside the mentioned 4 holes, the numbers beside your ship icon is your number of lives, the values beside your number of lives is your score, and the top right segment of the screen shows the current planet you're in and what level are now within the planet, if an active power-up is taken, the icon for the said power-up will show up in the bottom right section of the screen and the icon will flash when the power-up is about to disappear.

Controls
The ship can be controlled with either a joystick, the keyboard, or the mouse, the Left mouse button is used to fire the normal shot, and the Right mouse button is used to fire the extra weapon, the mouse can also be steered to move the ship around, for keyboard, Left and Right keys are used to move the ship sideways, Space is used to fire the normal shot and Up key is used to fire the extra weapon.

Critical line
When the cyborgs go down way too low to the point where they can directly touch your ship, this will make the said cyborg unable to be shot down by your attacks and this means a guaranteed death for you, to circumvent this, always try to destroy the cyborgs from the bottom part of the formation first.

Scoring
Cyborgs are worth 10 score points, while power-ups are worth 5 points, Fighters are worth 20 score points, and Motherships cost 50 score points, if your shot collides with an enemy shot it will also give 5 points, Power-ups do not give any score except the +200 Score Power-up.

Combo mechanics
The game features a combo mechanic where the more cyborgs you destroy with a single power-up, the more score you can get, while the formula behind this is currently unknown, one thing you could do is to learn how to seamlessly use your power-ups one after another to get as much as combo and score as possible, the combo meter will be active once the power-up destroys at least 4 cyborgs, all weapons are eligible to have combos, the combo bonus and multiplier will be reset as soon as the combo is over.