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 Post subject: Astral Panic - A DMG-inspired shmup
PostPosted: Sun Dec 02, 2018 12:05 am 


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Joined: 30 Apr 2018
Posts: 5
Location: Brazil
Hey everyone. I've recently released my *first* game, Astral Panic. It's inspired by Game Boy and GB-era games (so it's quite simple, a little rough around the edges, but hopefully fun to play).

Image

You can currently find it on itch.io, right here:
https://lucida.itch.io/astral-panic

I'm trying to get it onto other platforms, though I'm not sure where to go next. An Android port is also in the works. Please, let me know what you think.


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 Post subject: Re: Astral Panic - A DMG-inspired shmup
PostPosted: Sun Dec 16, 2018 9:12 am 


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Joined: 12 Dec 2013
Posts: 889
Location: France
I played the web version a tiny bit but the heavy invertia and the wall-bouncing make it pretty difficult to enjoy. I don't know if those control quirks were already in there in the game engine you used (if you relied on one) but if you implemented it all by yourself it feels like a lot of effort to make the game feel not as tight as a good shmup. Maybe you planned this game to be played on a smartphone's touch screen from the beginning and that would why the movement doesn't translate well to keyboard input?

Anyway, good job on releasing your first game.
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RegalSin wrote:
I think I have downloaded so much I am bored with downloading. No really I bored with downloading stuff I might consider moving to Canada or the pacific.

Remote Weapon GunFencer - My shmup project


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 Post subject: Re: Astral Panic - A DMG-inspired shmup
PostPosted: Sun Dec 16, 2018 11:20 pm 


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Joined: 30 Apr 2018
Posts: 5
Location: Brazil
Thanks for the feedback!

I kinda planned it from the start for mobiles but I wanted it to be playable on all platforms. If you feel like it, give it another go using a joystick. It should work on Chrome and Firefox, but I'm sure Edge doesn't support it.

The difficulty has been pretty hard to nail down - some people just breeze through the damn thing effortlessly while others can't get past the first wave. As for the inertia and bounce, those are also there so the player has to think a little bit ahead before moving. I planned to do more stuff with it, like gravity wells and such, but the maths got out of hand quite fast :lol:


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 Post subject: Re: Astral Panic - A DMG-inspired shmup
PostPosted: Tue Dec 18, 2018 9:32 pm 


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Joined: 23 Jun 2017
Posts: 18
Really cool style! Nice work on the trailer video too! I'd love to try it out on Android when that's ready


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 Post subject: Re: Astral Panic - A DMG-inspired shmup
PostPosted: Fri Dec 21, 2018 10:48 pm 


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Joined: 12 Dec 2013
Posts: 889
Location: France
juju wrote:
As for the inertia and bounce, those are also there so the player has to think a little bit ahead before moving. I planned to do more stuff with it, like gravity wells and such, but the maths got out of hand quite fast :lol:

To be blunt, this focus on physics and "realism" guarantees I'll never touch the game again, and I am sure it is an instant turn off for many of the shmup enthusiasts here. It makes movements more difficult for the wrong reasons and because of how complicated even basic movements become due to it, even basic patterns that shouldn't be too tricky become highly lethal threats.

This will also limit you as a designer. You won't be able to make intricate and tight patterns that require accurate movements and finesse because the players will slide all the way through the screen for every movement so you'll have to dumb down the attacks if you want them to stand a chance.

Some gimmicks such as the gravity well can still work from time to time, if it's one specific boss attack for example. Otherwise, very precise and tight controls are very important in a shmup and you shouldn't mess with that as it's one of the things that make the genre so fun.
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RegalSin wrote:
I think I have downloaded so much I am bored with downloading. No really I bored with downloading stuff I might consider moving to Canada or the pacific.

Remote Weapon GunFencer - My shmup project


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