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 Post subject: Vulture Strike (demo and Greenlight)
PostPosted: Tue Apr 18, 2017 1:34 am 


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Joined: 22 Aug 2016
Posts: 9
Hello.

We have been working in this weird horizontal shoot 'em up with a parallel timelines mechanic.
Here you can watch the trailer:
https://youtu.be/LYFyWoy2oro

We have released today a completely functional demo with 2 levels and 3 difficulties, it is available for Windows, macOS and Linux and you can choose among 5 languages for the texts within the game, please consider giving it a try if you are interested:
http://vulturestrike.com/downloads/

If you like it, please consider giving it a vote to help it pass Greenlight, we just launched the campaign:
http://steamcommunity.com/sharedfiles/filedetails/?id=894341386

This is a game that might feel a bit weird, the cliché "easy to learn, hard to master" doesn't necessarily apply, for many players it took a while to get used to it, I hope you find it engaging and entertaining.
Several players, including some from this forum, have tested earlier versions of Vulture Strike and provided feedback to improve it; we are of course still open for additional feedback to further polish the game, so please feel free to express your opinion!

Screenshots:
Spoiler: show
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As I mentioned in the post in the Development section a while ago, our main inspirations were (for different aspects of the game): Border Down, Gekirindan, Ikaruga and Lords of Thunder, which doesn't mean it plays or feels or looks anything like any of those games. :roll:


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 Post subject: Re: Vulture Strike (demo and Greenlight)
PostPosted: Tue Apr 18, 2017 9:12 am 


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Joined: 11 Feb 2012
Posts: 320
Location: US
This actually looks as creative and unplayable as Ikaruga :) As an avid Ikaruga hater it's not my place to comment on the gameplay nuances, but from what I've seen and played this looks like a very respectable piece of work. I'll definitely support you guys, and maybe even give more feedback once I can wrap my head around the mechanics.

@1:12 First time I've heard blast beats in a shmup :)

On a more critical note, while the music is enjoyable, instrument samples sound very awkward and distracting to me. You know, that sampled guitar sound you can't pull off on a real instrument always bothers me. This would really shine with real recordings like Lord of Thunder.
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 Post subject: Re: Vulture Strike (demo and Greenlight)
PostPosted: Tue Apr 18, 2017 10:54 am 


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Joined: 22 Aug 2016
Posts: 9
Hey kane, I sincerely thank you for taking the time to write this thoughtful feedback. I am glad you found some positives in this game even being an Ikaruga hater.
Yes, it would have been better to be able to record the music; but to be completely honest, it was completely out of any consideration because of the tight budget.


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 Post subject: Re: Vulture Strike (demo and Greenlight)
PostPosted: Wed Apr 19, 2017 9:11 am 


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Joined: 02 Dec 2010
Posts: 2760
Location: laser fantasy
"real" instruments are never a strict upgrade. Stick with what you have.

Reminds me more of Chaosfield than Ikaruga. Looks neat and it's obvious you care about game design, easy vote.
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 Post subject: Re: Vulture Strike (demo and Greenlight)
PostPosted: Wed Apr 19, 2017 2:17 pm 


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Joined: 12 Feb 2012
Posts: 881
Location: Romania
Cool, voted, it does look like Chaos Field, with the added bonus that the dimensions look a lot more different from each other than they do in that game, maybe the level with the large castle could use some more destruction or changes in one of the dimensions, the bits that change are obvious up close but hard to see from up above, lighting in the destroyed version also looks kind of buggy but I'm sure that stuff will get tweaked.

You said it's been tested by people here already so I probably don't need to mention basic shmup gameplay stuff like avoiding dead air, inertia and stuff like that. (it doesn't look like there's any inertia anyway)


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 Post subject: Re: Vulture Strike (demo and Greenlight)
PostPosted: Wed Apr 19, 2017 3:07 pm 


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Joined: 22 Aug 2016
Posts: 9
Good morning gentlemen. Thank you for checking it out.

For now there is absolutely no way we are going to record this music ($), but it would be great for a future project, I would make sure it is a noticeable improvement over this!!
We will try to improve the backgrounds a bit.
Honestly, right now dead air can still be an issue in the normal difficulty, but I don't think you would have much time to think about anything besides avoiding and shooting in the harder difficulties after the first level. We are going to still improve on this!
There is no inertia of course.

Thank you again and good luck.

Spoiler: show
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