Did more things to Shattered Whirr. Now exams and a weekend filled with work are coming up, so don't expect any more in some time.
Added 3 more characters, fixed various things, and finished stage 6 except the boss. The boss is playable, but not finetuned, and it's impossible to defeat it (the last phase keeps looping). But if you didn't make it that far before, or just wanna see the new characters, why don't have a go?Download link:https://www.box.com/s/3p3nkoyx7yytentp0xr4
You're working really hard on a spinoff game you made for a short competition. I don't know if I find that respectable or a major distraction from bigger projects.
Stylistically, I think the game is great and fits the old-school theme you seem to like doing. That is, except for the particles…again. But let me tell you a few things I had major issues with:- For a shmup, this game is incredibly slow. Now I've played a lot of shmups in my day and while most of them have been bullet hell, even the slower shooters aren't this slow. And on top of that, the stages drag on and on with you doing the same thing over and over again. No new enemies, no cool patterns, just fighting the same respawning enemies.- You need to optimize your particles and objects, because while I may not have the best computer over here, it should definitely be able to run this game without any issues. There are no intensive effects like godrays or lighting, and I don't understand how a few blood-and-bone particles could cause so much slowdown.Normally my attention span for shooters is relatively high. I can go hours and hours of failing and dodging bullets. But I couldn't get very far in this one. I played on the hardest difficulty and even that was a walk in the park. For that reason I don't really understand the point of a smaller hitbox, because bulletfire was so thin that you hardly had to move anyway. And on top of that, 90% of patterns could be strafed and no real dodging was required.If I had to come up with one thing to improve, it'd be the same for Shattered World and your other games. Pick up the pace. I don't care what you do on the lower difficulties, but if I'm falling asleep on the higher difficulties, you may want to touch it up just a bit. Shmups are generally aimed at a more hardcore audience, so even though it looks like you're catering toward casuals, you're neglecting the other half for some reason.Also, we reeeeally need to get you off of those MIDIs. Your composition is alright and I think your music is holding you back as a solo dev. Who knows? Might be a useful skill to have. Composing is one of the most fun parts for me when it comes to making games.So if I understand you correctly, the feedback is basically:
- Make more things happen, faster, especially on higher difficulties - Replace the MIDI music with MP3 versions of the chiptunes I make in the first placeam I right?As for particles… you didn't complain about the gradient text on the title screen, by the way… it's just a way of adding "juicy graphical effects". There's no point about it, except making the game look prettier. Since I rotate sprites a lot (which creates blurs and artefacts, as seen below in a screenie of the 4th boss) I figured I might as well use particles, because rotating sprites instead of making separate sprites for every possible rotation degree you want to use is… cheating, non retro. At least IMO.Increasing the tempo to fit a hardcore SHMUP player might be out of my scope, because I'm not one of them (mostly play jRPGs; I've been thru Gradius III with savestates and cleared Xeno Fighters R on the 'normal' difficulty, plus touched some other games like R-Type). I think it'd be a better idea to introduce new enemies all the time so even if you don't get challenged, at least you won't be bored.By the way, I made a danmaku game last Christmas:https://www.box.com/s/84qqmwlvrjdq2hgvefsrIs the tempo in that game acceptable or still making you drowsy? Myself, I've had to include a 10-life cheat to be able to beat the final boss but I figured the person I made it for would never get that far so it didn't matter.