Looks like the GMC is currently down, which means you guys get this update early…
Shattered Whirr's latest version is out!Download link:https://www.box.com/s/3p3nkoyx7yytentp0xr4Features: - Scroll speed faster on all difficulties except Boring. - Replaced all MIDI music with chiptune arrangements of them. - Types of Fighters that dispenses from tents are more diverse; on Boring you get green fighters that moves very slowly, on Suicide you get three at once, one of them with a gun. - Fixed some under-the-hood stuff for Character Select; final version will have 20 playable characters. - Some enemies now drop Treasure when killed. - Added new playable character, Kamikaze Luna. - Fine-tuned some stats. Sarhya and Cullen now has some AoE to their attacks. - Replaced the gradient background with a dithered.Screenshots:
Gradient on titlerrrrrrrrrrRRRRRRRRRR.
Dithering looks good though. Fits the style more than a gradient.I'll have a look at it later and you can expect my usual criticism.Something about Marcus' abs doesn't sit too well with me…
Miiiiiiiight give this a shot sometime.one other tip for the graphics, i don't think they *all* need to be that saturated. the sprites/tiles may be fine, but the background is a little too blue to me lol.
Is it that saturated? I think it's sort of a by-screen thing. With that said, I'll see if I can do something about it.
Now… any feedback about the improved difficulty?Five days. I can has feedback?
I'm a little confused with the bottom image. Is the green guy/girl wearing a dress and leviatating or is that some sort of futuristic thing said person is floating on. I can't work it out. At times it looks a little like a Air-con fan. It is seriously confusing the hell out of me. Perhaps I should simply play the demo.
The latter: a mix between a fan, a chemical reactor, and a bathsuit. The Whirr Suits most people use is the main reason this game was named Shattered Whirr… '__'
But some other characters uses brooms and more normal means of flying in case you want more variety. It's easier if you just check the game out.The difficulty is much better except for a few noticeable things:
- It's only difficult in terms of overload. When things come from every direction shooting aimed shots, there's very little you can do to dodge. This isn't exactly bad, as bullet hell usually works on overloading the player, but this is more like brute force than anything tactical. This choice is of course up to you.- As an addition to the above point, there is very little bullet variety. You have two main pattern types: aimed and burst. Aimed bullets coming from everything is annoying to dodge, and in small numbers it's all too simple. Bursts are fine if combined well.- SARHYA IS EXTREMELY FUCKING SLOW so when the game is built around macrododging, he falls very far short. This posed issues with dodging bullets, going back for items, and worst of all, terrain.Other than that, the increased scrolling was a big improvement (except in Sarhya's case). It made the stage feel like it took a manageable amount of time instead of fifteen minutes (which is only partly an exaggeration considering the demonic slowdown this game suffers from on older computers. And it's not even bullet-heavy!).Still, the difficulty is a big step up. My advice to refine it would be to remove the brute force and work in some more variety. But again, that's entirely up to you and what you have right now is passable. Though, since this game reminds me of Deathsmiles in so many ways, I'm making comparisons to Cave shooters. While I bitch at them for being all force and no tactic, I have to say they're a little more fun to dodge. If you halved–no, quartered–the amount of aimed shots you had and replaced them with slow, dense patterns, you'd achieve overload in a more efficient way.The new music sounds much better. If I were to come up with a complaint, it'd be more in composition than instrumentation. I feel like there are a lot of dissonant notes that would be better replaced by something else. But still, much more fun to listen to actual chiptunes than low-level MIDIs.I saw you updated Sarhya's portrait. I am very pleased with the result. And as a further comment on him, his gameplay is very interesting.The last thing I have to remind you is that your object and particle management is still very poor. Rather than sending a thousand enemies out of each tent, why not send bigger, more interesting enemies instead? For example, on the lower difficulties you could send out one or three enemies, and on the higher difficulties, send out some difficult-to-kill shaman that has badass patterns. I know you had a bullet-firing enemy on top of the rangers, but its "pattern" was the exact same.Also, another quirk of the game design would have to be the respawn, which can stick you right inside terrain. You can't see yourself, and slow-moving characters have trouble getting back out, so you end up dying. This isn't far from spawning right in front of an enemy tank in Halo.Oh, and the bosses are still really boring. I think it's that you're stuck on one attack pattern for several minutes, and the patterns, again, have no variety.These are tough games to make well but that's why this is pretty much my favorite genre and every game of mine will have bullet hell elements.Your games confuse me. Why is everyone dressed for swimming/BDSM but no swimming/BDSM ever occurs?