Now the empire is preparing another war to eliminate the Republic government. Send those girls to the battlefield and destroy enemy's basement laboratory.
Just press arrows key to move, the fighter only shoot bullets within the yellow field or enemy bullet field's trail. In other case your fighter doesn't shoot but immune to enemy's bullet fields(not enemies themselves) Pressing Q directly return to the title.
(2023/10/06 Update) When player choose second characters the shootable field appears in Game Over screen. This is a bug and I have fixed the wrong code node in the Blueprint. But I will not submit fixed version of Windows build within rating term for fairness. Instead, I also have made a Linux build for users who cannot play the game with their system environment. I recommend you to try playing Linux build ONLY IF YOU CAN'T EXECUTE Windows build, because I cannot test the build
Nice interpretation of the theme! for the left character, a shmup with even more of a limited area! haha brutal. Definitely thought the right character was "hard mode" when I tried it out. The chiptune soundtrack has a suspenseful intensity to it! nice job 😸
I'm terrible at shmups sadly but this was pretty cool, I found a few things weird or confusing, after a few runs it clicked, but I think minor tweaks could really help the onboarding:
-There's no sound or visual when you take damage, making it hard to know when you make a mistake
-When you die the game stops immediately, so if you aren't looking at the ship/girl you won't actually know what hit you
-It feels like I should leave the yellow zone as soon as the centre of my character passes over it, rather than the entire hitbox.
-It's hard to differentiate enemy projectiles from their target position sometimes, I think bullets should look a bit different
These are pretty minor nitpicks though and I enjoyed the nice retro aesthetic of the chunky rgb colors and the tune was nice as well. Cool game and great work! Making shmups is hard in a jam! I made one a while back and making the levels was the hardest part, so great work there :)
@3mpty Thank you for the feedback! It seems those problems(e.g yellow zone's size, feedback effect when player damaged) are related to graphic asset control. This is my first game jam entry and I couldn't fix those to package the game before the jam submission disabled. I will fix them soon with additional development(maybe right after the jam ends).
Theres so much going on! In a good way and a bad way. 1. I like how theres a lot going but, I think its quite muddy and a lot of clarity would from removing the enemy reticles that are at the target destination and replacing that with an animation to the targeting reticles, that move slowly to the target destination, so that a cicle more and more closes in into an inner circle and once they overlap, thats where the projecticle will land. Especially when playing the second character, where searching for those reticles is crucial, clarity is prefered! Maybe something like this?
2. I like the music it fits the vibe. The implementation for the 2 characters is also cool and the first where you have to move inside the rectangle is cool and I could see that expand on a per level basis to dynamically change into other shapes or cover other parts of the screen!
Controls work, audio is good and the mechanic is also cool. keep it up.
I like this game, felt good and fit the theme well. Maybe a camera shake or flash when taking damage. Just a suggestion. Congrats on submitting a solid entry.
@vr-corry You can shoot your weapon only in the yellow box if you choose first character. Another character must overlap itself to the ring which enemys shoot. So second character is for advanced players who are good at playing shoot 'em up.
A lot going on here. Which i guess is common for shmups :) But i felt there was a lack of feedback on if i was taking damage or not. And the movement felt really sluggish since it was so slow.
One of the more clever takes on the theme I've seen so far, nice work coming up with that! It seemed like the first character is a little more balanced with the enemy spawn rate and firing. Took me a while to realize the pink circle was my immunity, and both shooting and shielding felt much more dangerous and difficult with the second character. I think the experience would have benefitted with a more gradual increase to enemy amount, I would have played longer for sure. The game over sound effect was pretty harsh on the ears, so my advice is to test your game on a speakers and headphones at multiple volumes when time allows! All in all, good job getting a completed entry up and running.
Fun game! Second character was hard to use since the rings are easy to miss/lose visually in the bullets, but first character felt like a nice balance of challenge. The game put a surprising amount of strain on my decent graphics card, maybe worth looking into potential performance or GPU resource usage issues.
That's a good idea for a shmup. I agree with others that noted that enemy bullets are somehow confusing. The overall idea is cool, the audio fits with the game. Better readability of what is actually happening on screen would really help. Nice one!
Comments22
-There's no sound or visual when you take damage, making it hard to know when you make a mistake
-When you die the game stops immediately, so if you aren't looking at the ship/girl you won't actually know what hit you
-It feels like I should leave the yellow zone as soon as the centre of my character passes over it, rather than the entire hitbox.
-It's hard to differentiate enemy projectiles from their target position sometimes, I think bullets should look a bit different
These are pretty minor nitpicks though and I enjoyed the nice retro aesthetic of the chunky rgb colors and the tune was nice as well. Cool game and great work! Making shmups is hard in a jam! I made one a while back and making the levels was the hardest part, so great work there :)
In a good way and a bad way.
1. I like how theres a lot going but, I think its quite muddy and a lot of clarity would from removing the enemy reticles that are at the target destination and replacing that with an animation to the targeting reticles, that move slowly to the target destination, so that a cicle more and more closes in into an inner circle and once they overlap, thats where the projecticle will land. Especially when playing the second character, where searching for those reticles is crucial, clarity is prefered!
Maybe something like this?
2. I like the music it fits the vibe. The implementation for the 2 characters is also cool and the first where you have to move inside the rectangle is cool and I could see that expand on a per level basis to dynamically change into other shapes or cover other parts of the screen!
Controls work, audio is good and the mechanic is also cool.
keep it up.
I also didn't control when I fired the weapons, so I don't understand the character selection options?