buko-studios wrote:Loving the look of this!
Given you a shout out on our shmuproom
There seem to be a lot of comments on the player size. Perhaps this could be customised (large/small/opacity) in the settings?
Thanks for sharing!
Thanks a huge lot for the share and great idea for the player size (our programmer is already scratching his head it seems). Also, loving your shmuproom, great idea.
I also wanted to add that we are using http://stg.liarsoft.org/ to present our shoot to the japanese and so far it has been a great investment of time/visibility. If anyone wants some help with this I'll be pleased to help.
We're celebrating E3 our way @Tchagata Games and made a new trailer for Nandeyanen!? Hope you enjoy it! https://www.youtube.com/watch?v=2cl4fVOfxSc
We did not yet have the time to address the problems discussed in the thread but we will soon. We were very busy making the game playable for an exhibition in which it will feature.
A visual renewal for our main character, Tengu-man, this time leaning against the scrolling and with a "booster"-like fan!!
Thanks to all of you for your critics and wise insights!
Right now we are in the process of registering and (soon) peer-reviewing the game on XBLIndieGames for a first release (while it still lives...)
We just have submitted the game to the Xbox LIVE indie games platform and we are currently undergoing the peer review process. Therefore, we are just waiting to be able to announce the release of our game for this system.
Tonight (swiss time) we are currently looking into platforms such as Desura for a PC release (and then Steam Greenlight).
We cannot wait to have you play the game and send us your feedback!!
As a newcomer to the genre I will of course be more than pleased to hear your comments in order to improve my mechanics.
I am extremely happy to be finally able to share that game with you guys.
We are also currently discussing with Desura for a PC release and hope to announce that very soon
P.S.: Just a quick precision, we were only able to achieve the first three stages (and thus the name The 1st Sûtra) but we hope to have the game finished for a steam release should you like our take on the genre.
I cannot get the online scores QR code to work. Is this just me or a problem for everyone?.
First off, thanks for trying the game!!! ^_^
Do you have problem reading the generated QR code or is it an issue with the web-link?
We did notice that some devices (like my Windows Phone) have troubbles decoding the QR (in this particulare case, switching to another free QR decoding app resolved the issue).
I cannot get the online scores QR code to work. Is this just me or a problem for everyone?.
First off, thanks for trying the game!!! ^_^
Do you have problem reading the generated QR code or is it an issue with the web-link?
We did notice that some devices (like my Windows Phone) have troubbles decoding the QR (in this particulare case, switching to another free QR decoding app resolved the issue).
Thanks!
Hi, I bought the game and i'm enjoying it beautiful artwork. I'm using a Samsung Android Internet device with the free app QR code reader from scan inc and fully updated. It just doesn't read the code. I will try other free apps.
Bought it tonight. I like the art and the music is great. Nice work! I played into stage 2... is there only 3 stages in 'part 1'?
I do wish though that the XBLIG version had a simple, proper screen showing the button mappings on an Xbox 360 controller, instead of the generic 3 red buttons shown.
In any case, looking forward to the next installment. Keep up the good work.
Making a run 'n' gun with a transforming grappling hook: ChainStaff. Also made a shmup with multi-ships: Shoot 1UP DX, and more .
MommysBestGames wrote:Bought it tonight. I like the art and the music is great. Nice work! I played into stage 2... is there only 3 stages in 'part 1'?
I do wish though that the XBLIG version had a simple, proper screen showing the button mappings on an Xbox 360 controller, instead of the generic 3 red buttons shown.
In any case, looking forward to the next installment. Keep up the good work.
Thanks a lot for the feedback!
Yes, the 1st sûtra infortunately only includes the first 3 stages of the adventure. In the future, we hope to update the game with 2 more playable characters, dubbed dialogues, and 2 more stages and a true last boss (that you'll get only by getting the 5 siddham drop on every stage).
As for the "How to play" screen, we have been getting quite a lot of remarks on how unclearely our mechanics were explained to the player. We are currently discussing how to better that.
As for the controls screen, at least for the XBLIG version, it should be as straightforward and simply showing the A, B, X button or whatever for the necessary button for each power.
The current version has a 3-button-wide sort of arcade look to it, which is nice and all as a reference, but not helpful. Just showing the colored buttons and letters would probably solve it. Now that I think about it, you should flip the hand drawing around 180 degrees, so it's like it's reaching 'up' on the screen. That way the button letters would be right-side up. The current drawing is confusing also because of the orientation... even for if the game were in the arcades, the 3 red buttons are backwards to what the player would actually be doing. I mean it looks cool and all--but it's needlessly confusing. Anyway... good luck!
Making a run 'n' gun with a transforming grappling hook: ChainStaff. Also made a shmup with multi-ships: Shoot 1UP DX, and more .
I finally got around to sitting down and playing this; it's definitely a neat game. The presentation is gorgeous, including the wonderfully detailed title screen with the hotspring. Bonus art gallery as an unlockable is a nice touch, and you've got all the basics down (simple tutorial listing, control options, etc).
The game itself does a good job of introducing the mechanics - the laser shields show up slowly before the reflect bullet shields do, so it gives you time to learn to deal with each. The lack of any spreadshot does make nabbing all the enemies a challenge, especially when those point items require killing specific enemies and hurts you a lot when you miss. I actually think the penalty of not being able to use your counter/charge beam if you use the third Tengu beam doesn't quite mesh - you basically only use the first two Tengu ever so you can always counter bullets.
The countering is... I don't know. In one way, it's fun when it works successfully, allowing you to counter back all the bullets being fired at you. But there's a lot of cases where it either feels like you're cheesing your way through stuff you could be dodging, or just embarrassed when you get hit while trying to counter. It also seems disproportionately hard in some cases to hit specific enemies, like if you're trying to counter one enemy's bullet onto another that has that kind of shield (this happens in stage 3). It doesn't feel as natural or as interesting to use as in Takumi shmups I think (Giga Wing, Mars Matrix). I think maybe if you incorporated the counter into the charge beam you get for holding the counter aura (the more bullets countered, the bigger/stronger the beam is when you release the aura) or focused more on timing and using the tengu... I don't know. It feels like there's multiple opposing gameplay mechanics at work here, and they need some polishing/refinement. Too much countering and dodging is meaningless in some cases, but then countering feels equally bad in cases where reflected shots are too weak to take care of all the spawning enemies.
The delay on the Tengu helper beams makes them difficult to use effectively, especially for shielded enemies that pop up unexpectedly. To use them best you pretty much have to memorize where the optimal spots to use them is, and you have to use them quite early for them to hit successfully. I'd have them shoot more quickly/have the beam stay longer but increase the cooldown?
I don't get why bombs don't refill on a death, especially if you get an autobomb when your counter aura is active and you accidentally get hit. If bombs don't get refilled on a death then there doesn't feel like there's any reason to use them to avoid getting hit when you can save them for the autobomb effect (or use them if your lives hit 0), but then it also means resources are tight.
Some of the bosses use these dark black balls with trails behind them. Sometimes these shots are used as a homing type attack, and other times they're fired in straight lines. I think homing attacks should be distinct and clearly visible, simply because they're way more dangerous than attacks that don't home in on you in a shmup. I'd use a specific bullet graphic for attacks that are supposed to home in so your eyes clearly register them as the main threat.
Neat game, and it's trying to have a lot going on, but I think the mechanics/scoring need a bit more focus. Countering feels like it replaces dodging too easily (you can't quickly counter, you can't attack normally) rather than complements it. Several bosses have attacks where it feels like all I'm doing is holding counter and flicking right on my arcade stick because that's simply easier than trying to dodge.