★★★★★ ProtoCorgi ★★★★★ Demo Available!

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hearto
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★★★★★ ProtoCorgi ★★★★★ Demo Available!

Post by hearto »

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Hello, I’m Hearto, one of the main developers at Kemono Games, and I’m here to talk about ProtoCorgi, the game we are currently working on.

★★★ About ★★★
Retro style pixel art, horizontal shoot em’ up, arcade gameplay and the cutest little cyber hero you will ever meet.

Play as Bullet, a C³ class (Cute Cyber Corgi) cybernetic pup in his quest for saving his owner, a brilliant scientist kidnaped by a strange alien race that wants to rule the galaxy.

With tight controls, smooth gameplay and exciting mechanics, ProtoCorgi aims to converge the best of the classics and the newest of the shoot em’ up genre into one solid piece.
Dodge, shoot and bark in this cute action shoot em up.

★★★ Highlights and Features ★★★
  • ☆ Fully animated beautiful pixel art.
    ☆ Tight controls and solid gameplay.
    ☆ Five stages planned for development, each with own unique bosses and themes.
    ☆ Available for PC at launch, consoles later.
    ☆ More surprises.

★★★ Preview ★★★
R=& [url=https://www.youtube.com/watch?v=tDY4BTv6zA8][img]https://dl.dropboxusercontent.com/s/931wp0qnlhkbkt2/protocorgi_video_small_play.jpg?dl=0[/img][/url]


★★★ Screenshots ★★★
R=& [url=https://dl.dropboxusercontent.com/s/nbqvwl0j8nubtm4/1.png][img]https://dl.dropboxusercontent.com/s/2aqtofwo5572dau/480_1.png[/img][/url] [url=https://dl.dropboxusercontent.com/s/mpx6a4oyuktiixp/2.png][img]https://dl.dropboxusercontent.com/s/gx69lk04rvufl8v/480_2.png[/img][/url] &[url=https://dl.dropboxusercontent.com/s/ec5ao6kwx1zwbqi/3.png][img]https://dl.dropboxusercontent.com/s/tg0x4opy1dwk23x/480_3.png[/img][/url] [url=https://dl.dropboxusercontent.com/s/vjwifug0ypcrjes/4.png][img]https://dl.dropboxusercontent.com/s/wtte5q0mkf4cl47/480_4.png[/img][/url]


★★★ Demo ★★★
The demo of the game, a very long unique mixed level with content and difficulty from first stage to last one available at:
Steam: https://store.steampowered.com/app/1039280/ProtoCorgi/
Itch.io: https://kemonogames.itch.io/protocorgi-demo
We are open and encourage feedback from community.
If you enjoyed the demo don't forget to follow the Devlog and social networks for more information and updates about our projects.

★★★ Default Demo Controls (Configurable in options) ★★★

Alt + Enter to toggle between windowed and fullscreen mode

Keyboard:
  • Shoot: C
    Absorb: X (Unlocked after second difficulty finished)
    Animal Spirit: Z (Unlocked after first difficulty finished)
    Use: S
    Speed: A
Joystick:
  • Shoot: X
    Absorb: A (Unlocked after second difficulty finished)
    Animal Spirit: B (Unlocked after first difficulty finished)
    Use: Y
    Speed: LB
★★★ Links ★★★
WebSite: https://www.kemonogames.com/
Twitter: https://twitter.com/kemonogames
Facebook: https://web.facebook.com/kemonogames/
Instagram: https://www.instagram.com/kemonogames/
Youtube: https://www.youtube.com/channel/UC9dtX3 ... tcn-gWmKlQ
Buy ProtoCorgi Here!
Want to know more about me?
Check out my Twitter
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Shepardus
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Re: ★★★★★ ProtoCorgi ★★★★★ Demo Available!

Post by Shepardus »

I remember seeing this in the Godot Engine Games Showcase; this was one of the games that stood out to me the most. I haven't tried playing it yet, but it's certainly cute. Love the player shots that spell out "B A R K !"
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M.Knight
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Re: ★★★★★ ProtoCorgi ★★★★★ Demo Available!

Post by M.Knight »

I have only played the first two difficulty levels a bit and haven't explored everything there is to see, but I wanted to say that the visuals and the sound are fantastic. The pixel art has a lot of cute colors and the music gives a pretty sweet feeling overall, so it's a nice treat. You also have a good amount of audiovisual polish in the menu navigation and stuff and it's fairly pleasant.

A few more technical notes/comments/questions on my experience so far :

-The powerup system is a bit confusing to me. You have lots of different weapon slots, and each power level for each weapon seems to feature a wildly different weapon. Upgrading a spread shot to a lock-on shot to a forward laser confuses the hell out of me. I tend to just blindly pick up any powerup I see and the fact that they are attracted to you if you are close seems to suggest that you should do that. If it's not the case and powerup dodging is implied, I suggest not making them auto-attracted.

-The number of mechanics and weapons you handle at the same time seems pretty huge for an arcade-style game and that is also reflected on the controls. While it's not necessarily a bad thing to have lots of weapons, you would have to make sure each has a purpose. The "BARK!" is quite cute but I am not sure it's useful outside of uncovering some hidden items. And I haven't even gotten
Spoiler
ZA WARUDO!
yet, but I don't feel like my weaponry is missing anything given how big it already is. Even the
Spoiler
ORA ORA ORA ORA
I don't use that much.

-As far as I understand, the scoring system requires you to destroy as many enemies as possible to spawn coins around you and then cash them in by grabbing a fruit. The coin combo disappears after a while so you have to regularly destroy enemies. Wouldn't that mean the optimal way to score is to only grab a fruit at the end of the level? (if the whole level is chainable) If so, the fruits probably shouldn't be auto-attracted to you.

Maybe the chains are smaller in practice and you don't have to dodge fruits the whole stage, but it could still get in the way if you've got one in a tight corridor for example and your current chain can still be extended a bit more.

-The first stage (+ its multi-phase boss) feels a bit long upon repeated plays. While it's always enjoyable, I prefer shorter levels, but that's mostly personal preference.

-The anemone eyeball enemy has lots of HP for such a small sprite. I understand it's supposed to be tough to destroy but it feels a bit weird to have the huge anemone it's inside go down much more easily than him.

-Can you reliably dodge the boss's 360° laser attack if he stays so close to the wall that moving around him and risking touching the wall seems to be the only viable strategy?
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S20-TBL
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Re: ★★★★★ ProtoCorgi ★★★★★ Demo Available!

Post by S20-TBL »

Downloaded and tested last night. Getting some real Gradius 3 vibes from this game, very solid controls and aesthetic style (love the soundtrack especially!) but I feel that some aspects are very confusing. M. Knight already covered a bunch of topics, so here's some more to add to the pile:
  • How exactly do you properly trigger a bomb, and what do some of them do? I've managed to detonate a huge screen-filling nuke a couple of times, but on two separate occasions I instead got what looked like a spinning bullet shield and a force field of some sort. I was under the impression that I could ram enemies with it, but neither of them did what I thought they would do and got me killed on contact with an enemy.
  • Is there a way to lock your drones into a specific angle when firing? I only seemed to notice this with the laser weapon, but not with the spread shot.
EDIT: spelling
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hearto
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Re: ★★★★★ ProtoCorgi ★★★★★ Demo Available!

Post by hearto »

M.Knight wrote:I have only played the first two difficulty levels a bit and haven't explored everything there is to see, but I wanted to say that the visuals and the sound are fantastic. The pixel art has a lot of cute colors and the music gives a pretty sweet feeling overall, so it's a nice treat. You also have a good amount of audiovisual polish in the menu navigation and stuff and it's fairly pleasant.

A few more technical notes/comments/questions on my experience so far :

-The powerup system is a bit confusing to me. You have lots of different weapon slots, and each power level for each weapon seems to feature a wildly different weapon. Upgrading a spread shot to a lock-on shot to a forward laser confuses the hell out of me. I tend to just blindly pick up any powerup I see and the fact that they are attracted to you if you are close seems to suggest that you should do that. If it's not the case and powerup dodging is implied, I suggest not making them auto-attracted.

-The number of mechanics and weapons you handle at the same time seems pretty huge for an arcade-style game and that is also reflected on the controls. While it's not necessarily a bad thing to have lots of weapons, you would have to make sure each has a purpose. The "BARK!" is quite cute but I am not sure it's useful outside of uncovering some hidden items. And I haven't even gotten
Spoiler
ZA WARUDO!
yet, but I don't feel like my weaponry is missing anything given how big it already is. Even the
Spoiler
ORA ORA ORA ORA
I don't use that much.

-As far as I understand, the scoring system requires you to destroy as many enemies as possible to spawn coins around you and then cash them in by grabbing a fruit. The coin combo disappears after a while so you have to regularly destroy enemies. Wouldn't that mean the optimal way to score is to only grab a fruit at the end of the level? (if the whole level is chainable) If so, the fruits probably shouldn't be auto-attracted to you.

Maybe the chains are smaller in practice and you don't have to dodge fruits the whole stage, but it could still get in the way if you've got one in a tight corridor for example and your current chain can still be extended a bit more.

-The first stage (+ its multi-phase boss) feels a bit long upon repeated plays. While it's always enjoyable, I prefer shorter levels, but that's mostly personal preference.

-The anemone eyeball enemy has lots of HP for such a small sprite. I understand it's supposed to be tough to destroy but it feels a bit weird to have the huge anemone it's inside go down much more easily than him.

-Can you reliably dodge the boss's 360° laser attack if he stays so close to the wall that moving around him and risking touching the wall seems to be the only viable strategy?
S20-TBL wrote:Downloaded and tested last night. Getting some real Gradius 3 vibes from this game, very solid controls and aesthetic style (love the soundtrack especially!) but I feel that some aspects are very confusing. M. Knight already covered a bunch of topics, so here's some more to add to the pile:
  • How exactly do you properly trigger a bomb, and what do some of them do? I've managed to detonate a huge screen-filling nuke a couple of times, but on two separate occasions I instead got what looked like a spinning bullet shield and a force field of some sort. I was under the impression that I could ram enemies with it, but neither of them did what I thought they would do and got me killed on contact with an enemy.
  • Is there a way to lock your drones into a specific angle when firing? I only seemed to notice this with the laser weapon, but not with the spread shot.
EDIT: spelling
Oh thank you for playing the demo,

For the bombs, there are 3 types and you can activate them with the use button (with default controls Y in xbox controller/S in keyboard). In regards of bombs we are aware of the problems of shield and overdrive bomb, and we are planing some changes.

The drones can't be locked in the current build, but We plan to lock them when the user shots, and unlock them when isn't shooting.

The main problem in the demo with the powerups isn't the quantity, is how they are introduced in a short amount of time. In the full game we have more play time to present better the power ups.
Bark main purpose is to be a neutral weapon when you don't have upgrades or pick a bad weapon setup for x enemy/stage section, second purpose is to uncover hidden items.

Score system is destroy enemies, they drop coins (more dangerous enemy = more coins), each coin disappear after a fixed amount of time, and this isn't reset when you kill another enemy, each coin add 1 to the combo, so you have a limited amount of time to "cash" them grabbing a fruit, combo * fruit score = total score. The best way to abuse the system is to minmax the coins before the first ones disappears and grab many fruits as you can for consume the coins. Protip: the coin consuption when you grab a fruit is delayed a bit between each coin, so you can grab many fruits before the combo is fully consumed.
Spoiler
Lucky we had an ability which give you much more time to pick fruits and destroy enemies
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hearto
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Re: ★★★★★ ProtoCorgi ★★★★★ Demo Available!

Post by hearto »

Hello Guys!

We updated the ProtoCorgi Demo to version 0.25.7!

We implemented many changes from initial version (0.16), the most relevant ones are a complete rework of systems and difficulty, change side holding a button, lock option rotation, progression, shorten tutorials, full screen support and more!

Download the latest version from Steam, avalaible now for Mac and Linux!:

https://store.steampowered.com/app/1039280/ProtoCorgi/

or itch.io:

https://kemonogames.itch.io/protocorgi-demo


Changelog of version 0.25.7:
  • ★ Fixed Mac and Linux Steam depots.
  • ★ Options rotation lock added when the player is shooting.
  • ★ Shield Bomb damages enemies and makes the player invulnerable.
  • ★ Overdrive Bomb orbs damage enemies.
  • ★ Better difficulty curve, more easy at early levels, same difficulty at end levels.
  • ★ Shorten tutorials.
  • ★ Fish ship master can't shot behind.
  • ★ Turret snail shots are limited in early difficulties.
  • ★ Greatly reduced Guardian Eye Boss health points in early difficulties.
Buy ProtoCorgi Here!
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hearto
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Re: ★★★★★ ProtoCorgi ★★★★★ Demo Available!

Post by hearto »

Oh hey big news!

We updated the ProtoCorgi Demo to version 0.26!

We fixed almost all of the bugs, better powerup management, giant fruits, some optimizations and reworked the menu with more options.
Feels like another game now!

Download the latest version from Steam:
https://store.steampowered.com/app/1039280/ProtoCorgi/
or itch.io:
https://kemonogames.itch.io/protocorgi-demo

Changelog of 0.26:

★ When the player get a new powerup drop the old one at max level.
★ Anemone body health is reduced in later difficulties making them harder to deal with homing missiles.
★ Added giant fruits.
★ Menu reworked with framerate, full screen, screen scale and many options.
★ Pool most used scenes at start.
★ Reworked bullet system, fixes bullet layering problems, bullets dying if the enemy dies or anemone plasma beams outside sceen/after eye dying.
★ Fixed black hole attraction, detached anemone eyes work as intended now.
★ Fixed analog not working in menu.
★ Added secret codes.
★ Enemies can't be damaged or damage player outside screen.
No more turret snails dying outside screen doing nothing.
★ Animations don't run if the objects are outside screen.
Buy ProtoCorgi Here!
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