Alright, I've put some time into this and have
a proper 1CC. Would've been a one life clear if not for a mishap with trying to jump up while shooting down, but oh well. My fault not the game's fault. Anyway, this is better than I gave it credit for. I guess it's not surprising that an arcade-style game wouldn't show its worth while credit feeding. Now I can give better feedback. I'll even get the name right this time, believe it or not.
boghog wrote:Thanks for the honest feedback!
There are some strong tensions between platforming and bullet hell patterns and mechanics for sure. The way I attempted to alleviate it is to focus primarily on macro-dodges and quick kills. The problem is that unlike autoscrolling shmups, manual scrollers lack the natural dynamics that incentivize quick kills because you can slowly scroll small groups on screen and safely kill them. You're right about the importance of scoring, it's what is meant to lead the player into that fast, macrododgy, quick killy playstyle since all that's required for good scores is going fast and killing everything.
The weapon drops are what I preferred using or balanced the sections around, so they are recommended but not optimal. The score multiplier freezes while a weapon item is on screen, so switching weapons doesn't steal any precious puntos.
The idea behind the green weapon is to have kind of a "scrubby" safe weapon that's very effective for casual playthroughs but becomes less useful when playing for score. In retrospect it's probably not the best idea since losing all those extra aiming directions feels like getting cheated. Giving the other weapons that ability would make green useless. I didn't want the boost to turn into a glorified sprint button, the rationale is a mix of trying to give it a feeling of inertia, and wanting to give it tradeoffs for when you incorporate it into your routes.
What would make the stages more memorable in your opinion? The tendency of run n guns to change up their gameplay styles or turn into straight up platformers has always been a big pet peeve of mine so I tried to avoid that, may have gone too far in the other direction and made them too indistinct. Glad you appreciated the boss parts destruction not making the fights harder and the more evenly distributed difficulty, both were very much deliberate!
Not surprised to hear that you'd already put thought into all that stuff. Even in my initial playthrough I got the impression that very little of what was in the game was an accident.
I've made peace with no microboosts, but I don't like the boost jump at all. Doing one by mistake is usually a death sentence. Makes me wary of any impromptu dashing at all. It'd help a lot to have a way to cancel the beginning of a boost jump into a normal jump or something like that. I'm sure it has a purpose in scoring, but as a humble survival player it's just a big old hazard.
After playing with the weapons a bit I think the green one is more fun than the others. I use it almost exclusively outside of bosses and midbosses. The blue laser is perfectly effective as a weapon, but its special can't stop bullets so I think it's far and away the worst choice for survival. The missile salvo would have to be an extremely brutal boss slayer to make up for how many mistakes the other two let you get away with. I also don't like using blue as much because manually aiming with green feels more interactive than spraying the room with blue. The red gun has the opposite problem from blue where it's a lot of effort to line it up with anything that isn't right in front. The extra damage is nice but normal enemies go down fast to anything. I imagine that red is intended to be the pro weapon, where you dash through everything and fire up and down at enemies as you pass by? Green is a little weak for bosses, so against them I switch to red. It's helpful that the music stops just before a boss fight, so I know when to switch even when I don't have the level memorized. Not sure what, if anything, should be changed.
As far as the stages being memorable, I think the two biggest problems are that enemies feel largely interchangeable and the terrain is generally uninteresting. Most enemies are on screen for about a second before they die. I don't give a lot of thought to their individual bullet patterns either. I know they're all different, but none are individually threatening enough for me to care about prioritizing specific threats. The enemies who stand out the most to me are those guys with 2 HP and get mercy invincibility after taking a hit. Their unique damage mechanics and the way they curl up into a ball to jump around make them feel like they're something like mass-produced versions of the protagonist. The way they move around a lot, and how they attack from above, both with a speadshot and with their own bodies, make them demand a lot more attention than normal enemies. I especially like the bit in stage 5 where a pair drop down next to you and you effortlessly punt both of them off of your elevator. I'd say the second best are the shield guys who throw bombs. Usually they're not a problem, but when you meet them in the areas where you need to hold your ground, their area denial presents a unique threat.
As far interesting terrain goes, I'd say NES Contra is a great example to look at. Stage 1 has a bunch of alternate paths with different obstacles and powerups depending on where you go. Stage 3 is entirely vertical. Stage 5 is relatively simple, designed to maximize the threat of the new turret gunners. 6 is mostly about the timed flamethrower traps, but despite using the same hazard so many times, it keeps the idea fresh by changing the context. Even if you don't want to make a trap-heavy game, it may be worth looking at the room designs and thinking about what would happen if you replaced the flamethrowers with enemies. The combat-heavy parts of the stage have three tiers of platforms, which can freely move up and down, which is advantageous for the player. Stage 7 is even more trap-heavy and likely isn't the thing you're looking for, but towards the end is a turret gunner waiting on top of a small ledge and you can only hurt him by moving up where he can hit you and it's a great example of using small variations in terrain to make a common enemy way more dangerous. In Redpulse, those two underground enemies at the start of stage 3 are somewhat similar. They're really minor enemies, but it's tricky to get at them, especially if you switched to red to kill the stage 2 boss. It's not an especially hard segment, but it's one that always makes me slow down a bit and take it seriously, which is what I like to see. Anyway, back to Contra. Stage 8 has a bunch of interesting terrain layouts, but I think it's kind of spoiled by the wall-mouth enemies being all you encounter. They're really easy as long as you take it slow, and they're a huge pain in high loops when they have a million health.
Scenery can also go a long way towards making a level more memorable. I think Redpulse looks good for what it is, it's clearly not a high budget production, but everything works. It's a bit lacking in variation, though, if you showed me a screenshot of any given stage I could tell you which stage it was, but likely not where in the stage. I have an easier time remembering what I'm supposed to do at different points in games if the background has a landmark I can reference. As a positive example, the idyllic garden and the ruined city do a lot to make Redpulse's final boss more memorable.
I didn't mention this before, but I appreciate the warning signs that let you know something dangerous is about to spawn. Though I think it'd be better to remove the ones from that early form of the final boss where he fires bullets up into the air and the crosshairs show where they're going to land. That attack is really easy, if the player had to keep track of the shots themselves they'd at least need to use up more mental CPU cycles watching the ground and the air at the same time.
I like that after finishing a stage you can't move but you can still change your posture, so you can mash the movement buttons to make your robot dance.
Also, what do you think of a hitbox display option? I imagine it would smooth out the initial learning curve on dodging bullet hell attacks in a platformer.
What's the reasoning behind the way powerups auto-collect only when you stop shooting for a moment? And why don't the ones from flying enemies do it? It's not a big problem I just don't get why.