To Far Away Times wrote:
When I first saw this I thought of Dazaemon. I guess I see these types as no coding game maker programs as kinda being like games in and of themselves.
For those well versed in game makers maybe this much more like Unity or UE and totally normal, but I was suprised anyway.
No, it's definitely closer to Dezaemon than Unity. I wonder what the Dezaemons sold for back in the day?
I would again compare it to RPG Maker, but only if you ignore the scripting capabilities of that series since XP. Some level of "programming" is possible here via drag-and-drop connectable "triggers" and such but for the most part you're only going to be laying out the bullet patterns (player & enemy), enemy waves, and background scrolling and such. To that end my initial impression is that this part of the process is indeed as quick and approachable as you can make it to a non-programmer, so if that's all you really want then it seems you'll get what you paid for here.
That said...
mamboFoxtrot wrote:
The provided sample assets can also be considered to factor into the price
the bundled assets are quite sparse. What you see in those 3 single-stage example game demos is the entirety of it. I suppose they did say that those 3 things would be the asset bundles and thus I had no real reason to expect more. So I guess if I'm really going to test this engine with any thoroughness I'll need to cobble together some assets; sprite rips or just scribble some stuff, whatever. Especially since the engine seems to enforce a "one sprite, one object-type" rule, so you can't reuse the same enemy sprite (or any other sprite, really) for different purposes aside from varying their individual flight paths or item drops, aside from the rather silly option of just making copies of the image file but with different names.
Suny clearly seems to still have a roadmap laid out for things to continue adding to the engine, and in it's current state does seem to be missing some critical things (how it handles and assigns sprites and animations is incredibly bare), so for now my initial impression is that it does feel a little bit on the "Early Access" side of things.