A City Sleeps (Harmonix / Steam PC)

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BulletMagnet
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Re: A City Sleeps (Harmonix / Steam PC)

Post by BulletMagnet »

Remembrance wrote:From the videos, the enemies seem very bullet-spongy. Is it like that on every difficulty level?
There are one-shot popcorn enemies here, as well as those which take quite a lot of punishment, and everything in between. I don't think enemy health changes between difficulty levels, though more baddies appear and/or shoot more stuff as you go up.
I'm the creative lead on the project so please let me know if you have any questions or feedback.
Thanks for stopping by; this game puts me in a bit of an uncomfortable position, because as much as I want to tell Harmonix "there's potential here, stick with it long enough to refine it, get more comfortable with the genre, take out the stuff that doesn't work and keep what does", at the same time I can't wholeheartedly recommend the game as it stands to the community...which in turn reduces the likelihood that any of the progress I wished for earlier will ever get a chance to happen. Not like my personal thoughts on any particular game are gospel around here (or anywhere), mind you, but as an early adopter it's particularly uncomfortable when a game just doesn't feel right, but you can still imagine "but if it did..." without too much effort.
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Re: A City Sleeps (Harmonix / Steam PC)

Post by Squire Grooktook »

Nothing to be ashamed of for an imperfect first installment. Game design (and nearly everything else) is really all about trial and error anyway.
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Re: A City Sleeps (Harmonix / Steam PC)

Post by Zaarock »

I'm liking what I hear of this game so far, will definitely pick it up at some point. Combining shooting games with rhythm elements sounds interesting. Nice to see another dev popping up here!
Squire Grooktook wrote:Nothing to be ashamed of for an imperfect first installment. Game design (and nearly everything else) is really all about trial and error anyway.
This so much. Even Sine Mora was good for a first STG by Digital Reality, but it was way overambitious/overhyped for one. You can put in all the budget you want in a game with bad mechanics but that won't suddenly make it amazing. It's not surprising that a fan forum like this backlashes if a dev makes a game with the attitude of "gameplay mechanics for shmups are easy to design, most people think they all play the same"
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Re: A City Sleeps (Harmonix / Steam PC)

Post by shmuppyLove »

Played for roughly an hour this evening, the music is amazing and the gameplay is really unique.

Going in for more right now!
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Re: A City Sleeps (Harmonix / Steam PC)

Post by genjuro »

Enjoying it so far. Music is awesome. The way that the music informs nearly everything thats happening on-screen is really something.

I like the strategy involved with plugging the ghosts into those things depending on the situation, but it feels odd that they just kind of float in at predetermined times. I'd almost like to see that become some kind of player-controlled mechanic...like maybe instead of those ghost holder things just coming in and being there, there's a ghost holder class of enemy that you have to kill before it flies off the screen and then you plug your ghost into that and it becomes the ghost power emitting thing for a certain amount of time (kinda like an option power-up in other shmups that adds an extra little gunship or something)...but it could be possible to miss the chance and then you would have to go it without the ghost power until the next one of those enemies comes through. Could make it more interesting/challenging/risk-rewardy.

What i do like about the ghost things is how they are timed to the beat. Like you could watch the refill meter of the slow ghost to know when to get close to it for more health (for example), but you can also just learn how it exists within the beat of the music and plan your route through the bullets accordingly.

Another way it could be improved upon (maybe) is some kind of standard power-up system. Maybe you get a power-up that modifies the music track that plays while the player is shooting, to the extent that it increases the amount of player bullets, or changes their spread. Or a power up that modifies the slow ghost music track in some way so that it activates more often. Obviously this would take a lot more complex audio/tracking work. Just an idea. The way that the music controls the players bullet spread is way too important to just scrap it for power ups that give you absurdly over the top bullet hell type shooting power, but I'm saying the music is what would get powered up and things change accordingly. Just an idea.

Overall, its fun and unique and I'm looking forward to playing more.
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Re: A City Sleeps (Harmonix / Steam PC)

Post by AKAperly »

Thanks for stopping by; this game puts me in a bit of an uncomfortable position, because as much as I want to tell Harmonix "there's potential here, stick with it long enough to refine it, get more comfortable with the genre, take out the stuff that doesn't work and keep what does", at the same time I can't wholeheartedly recommend the game as it stands to the community...which in turn reduces the likelihood that any of the progress I wished for earlier will ever get a chance to happen. Not like my personal thoughts on any particular game are gospel around here (or anywhere), mind you, but as an early adopter it's particularly uncomfortable when a game just doesn't feel right, but you can still imagine "but if it did..." without too much effort.
Hey, no worries man. I'm not fishing for endorsements, just trying to raise awareness of the game. Obviously, I will be thrilled if a bunch of you guys take to the title and spend some serious time with it. We definitely break a few STG conventions in the design department; so understandably, it's not for everyone. Thanks again for showing up on release day and giving it a shot, very much appreciated.
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Re: A City Sleeps (Harmonix / Steam PC)

Post by AKAperly »

@Zaarock & Squire Grooktook: thanks guys.

@shmuppyLove: thanks for picking up the game; I would love to hear more about your experience once you get further into the unlock progression.
genjuro wrote:Enjoying it so far. Music is awesome. The way that the music informs nearly everything thats happening on-screen is really something.

I like the strategy involved with plugging the ghosts into those things depending on the situation, but it feels odd that they just kind of float in at predetermined times. I'd almost like to see that become some kind of player-controlled mechanic...like maybe instead of those ghost holder things just coming in and being there, there's a ghost holder class of enemy that you have to kill before it flies off the screen and then you plug your ghost into that and it becomes the ghost power emitting thing for a certain amount of time (kinda like an option power-up in other shmups that adds an extra little gunship or something)...but it could be possible to miss the chance and then you would have to go it without the ghost power until the next one of those enemies comes through. Could make it more interesting/challenging/risk-rewardy.

What i do like about the ghost things is how they are timed to the beat. Like you could watch the refill meter of the slow ghost to know when to get close to it for more health (for example), but you can also just learn how it exists within the beat of the music and plan your route through the bullets accordingly.

Another way it could be improved upon (maybe) is some kind of standard power-up system. Maybe you get a power-up that modifies the music track that plays while the player is shooting, to the extent that it increases the amount of player bullets, or changes their spread. Or a power up that modifies the slow ghost music track in some way so that it activates more often. Obviously this would take a lot more complex audio/tracking work. Just an idea. The way that the music controls the players bullet spread is way too important to just scrap it for power ups that give you absurdly over the top bullet hell type shooting power, but I'm saying the music is what would get powered up and things change accordingly. Just an idea.

Overall, its fun and unique and I'm looking forward to playing more.
Thanks genjuro, have you unlocked "loyalty" or "master" ghosts yet? Curious if you have a favorite.
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Re: A City Sleeps (Harmonix / Steam PC)

Post by genjuro »

AKAperly wrote: Thanks genjuro, have you unlocked "loyalty" or "master" ghosts yet? Curious if you have a favorite.
I unlocked Loyalty near the end of my first play session, and used it a few times. It's interesting, but I still found myself using the default two ghosts mostly. Need more time to appreciate the freezing and chain attacks.

Looking forward to unlocking the rest...I found the Lucid difficulty pretty challenging already so I need to get better at it.
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Re: A City Sleeps (Harmonix / Steam PC)

Post by shmuppyLove »

I found Loyalty extremely useful for freezing enemies.

Not only does it prevent them from firing, but it allows you to melee them and build up your ghost hand meter more quickly.

Question though: Am I correct that using the ghost hand drops your multiplier quite a bit? So for scoring it's better not to use it?
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Re: A City Sleeps (Harmonix / Steam PC)

Post by AKAperly »

Cool.

ShmuppyLove, Your question about the ghost hand...you are partially correct. The -20% score multiplier is associated specifically with "Mercy". We wanted to reward thoughtful play / tactics in this game, especially as it relates to score. Mercy is a very powerful ghost, and she really helps new players at the lower difficulty settings absorb some hits while getting a feel for bullet patterns, etc, but we didn't want the ghost to be abused at a higher levels for score runs. Here are a few notes about Mercy ghost usage, and scoring in general...

-When Mercy is active in an IDOL, you get a -20% to your current score multiplier. For example, If you have a multiplier at "MAX" (+100%) and then you activated Mercy, it would drop you to +80, not all the way down to negatives. If you see -20% next to your score, you are actually getting less than the base value for each individual enemy kill.

-This doesn't mean that Mercy shouldn't be used on high score attempts; inevitably, you will drop the ball and lose your multiplier so take advantage of the opportunity and throw mercy in for a few seconds (while avoiding enemy kills) until you are healed up. Also, try throwing Mercy in during the last several measures of a song section (transition from 1-1 to 1-2 is just one example).

-20% is the lowest you can go; you can double down on Mercy usage (have her placed in one slow IDOL, and one fast IDOL simultaneously) but the penalty doesn't stack.

-For every enemy kill that you get within a two beat window, you will get a +1% multiplier to your score.

-After two beats, your multiplier will rapidly drop (reaching 0% after two measures)

-Melee slashes at close proximity will preserve your current multiplier (without the need to kill). Deliver melee damage to bullet sponge enemies in between popcorn waves to keep the life of your multiplier going.

-Deploying your ghost sword bomb will boost your current multiplier by +10%

-Hitting a MAX multiplier just once per level will result in a 100,000 score bonus at the end of the stage.
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Re: A City Sleeps (Harmonix / Steam PC)

Post by shmuppyLove »

AKAperly wrote:Deploying your ghost sword bomb will boost your current multiplier by +10%
It boosts it? That does makes sense from a design perspective, as the high risk of slashing enemies with your sword to build bomb meter should have a good payoff.

I'll check again tomorrow, it seemed like I was getting a multiplier penalty for using it, but maybe I am wrong ...
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Re: A City Sleeps (Harmonix / Steam PC)

Post by MathU »

MathU wrote:What is the DRM, if not Steam CEG? Can the game be played without Steam running? Are they any plans for a DRM-free release?
So I guess I'm not going to get an answer to this? Why am I not surprised.
Of course, that's just an opinion.
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Re: A City Sleeps (Harmonix / Steam PC)

Post by Laurel_McFang »

picked it up and actually really enjoying it. loved forgotten worlds and also the twinstick set up works really well. primarily using mercy as I am on lucid and omg some of those patterns... wow. in other news the glowing hitbox dot is quite good. over all I think this is one of the better new shmups I've played recently. Things I'm not digging as much: the enemy design in the first few levels is either popcorn chaser, popcorn shooter, or stationary tank. Would have rather seen something more akin to R-Type's precise popcorn shooters or maybe Super Star Soldier's sneakier enemies, but hey it good, it's beautiful, and maybe the enemies become more interesting a.i. wise later on?
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Re: A City Sleeps (Harmonix / Steam PC)

Post by AKAperly »

@MathU: You can launch the executable from your desktop, and steam will launch automatically in the background (you can be in "offline" mode though). You don't need an internet connection while in-game. We have no announcements regarding a DRM free version. The game utilizes steam's built in leaderboard system. If we went DRM free with this title, we would need to build out our own leaderboards and servers, which would be costly for a project of this size. I hope this answers your questions.
Laurel_McFang wrote:picked it up and actually really enjoying it. loved forgotten worlds and also the twinstick set up works really well. primarily using mercy as I am on lucid and omg some of those patterns... wow. in other news the glowing hitbox dot is quite good. over all I think this is one of the better new shmups I've played recently. Things I'm not digging as much: the enemy design in the first few levels is either popcorn chaser, popcorn shooter, or stationary tank. Would have rather seen something more akin to R-Type's precise popcorn shooters or maybe Super Star Soldier's sneakier enemies, but hey it good, it's beautiful, and maybe the enemies become more interesting a.i. wise later on?
I'm glad you are enjoying it. As you progress through the harder difficulties, there are a few new enemy types that appear, as well as more complex patterns. (For example the "kings" in stage 3 lucid and nightmare) Regarding the r-type style popcorn shooters though, I think the closest thing we have to those are the "dryad" enemy sprites in stage 2, but they have a small hp pool.
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Re: A City Sleeps (Harmonix / Steam PC)

Post by shmuppyLove »

Damn, I got pretty close to your Entomophobia Reverie score:

Image

What's the yellow ghost? I don't have that one yet ...
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Re: A City Sleeps (Harmonix / Steam PC)

Post by shmuppyLove »

Slight improvement ...

Image

Is there a much bigger bonus if you finish with full health?

I think if I can do it without getting hit and possibly milking the boss a bit, should hit 1M

Edit: Cheeky! There is no milking! Hrmmmm only other place I can see readily getting more score is the health bonus ... the rest is optimizing ...
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Re: A City Sleeps (Harmonix / Steam PC)

Post by shmuppyLove »

Baaaaaaaaaa

Image

I took 2 stupid hits, otherwise I would have broken 1M!!!

What's the bonus for full health then, 100K? And can you still get it even if you use Mercy to heal?
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Re: A City Sleeps (Harmonix / Steam PC)

Post by AKAperly »

Nice run; yeah 100k for full health at the end of the stage.

You can still get 100k if you use mercy too.

Once you unlock Master and Fortune you will have some more options for score runs.
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Re: A City Sleeps (Harmonix / Steam PC)

Post by Doctor Butler »

The bullets in those videos are almost indistinguishable from the backdrop.
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Re: A City Sleeps (Harmonix / Steam PC)

Post by MathU »

AKAperly wrote:@MathU: You can launch the executable from your desktop, and steam will launch automatically in the background (you can be in "offline" mode though). You don't need an internet connection while in-game. We have no announcements regarding a DRM free version. The game utilizes steam's built in leaderboard system. If we went DRM free with this title, we would need to build out our own leaderboards and servers, which would be costly for a project of this size. I hope this answers your questions.
That's a pitiful excuse for not giving people the option to opt out of Steam. Are you trying to say that Steam forces developers to cripple their games with DRM if they want to use their leaderboards and servers? I know of a few games that incorporate Steam's achievement junk and all that stuff but don't force Steam itself on people. Not everyone needs or cares about leaderboards and for some not playing with them enabled is simply a small concession for the freedom to play the game without Steam.
Of course, that's just an opinion.
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Re: A City Sleeps (Harmonix / Steam PC)

Post by shmuppyLove »

Doctor Butler wrote:The bullets in those videos are almost indistinguishable from the backdrop.
It's not that way in gameplay at all -- they're very neon pink
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Re: A City Sleeps (Harmonix / Steam PC)

Post by Zaarock »

MathU wrote:Not everyone needs or cares about leaderboards and for some not playing with them enabled is simply a small concession for the freedom to play the game without Steam.
For some people the opposite is also true. A consumer poll to see the ratio of which feature is more important for potential buyers would be interesting & the developer could make a choice based on that.

I have no idea what kind of costs would be involved in releasing a non-Steam version, if it's very cheap then I agree with what you're saying.
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Re: A City Sleeps (Harmonix / Steam PC)

Post by genjuro »

Stage 1 on Lucid is just destroying me.
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Re: A City Sleeps (Harmonix / Steam PC)

Post by shmuppyLove »

I managed to clear stage 3 on Lucid and unlocked Master, but aside from speedkilling the boss on stage 1 I'm not seeing how it would improve scoring very much ...
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Re: A City Sleeps (Harmonix / Steam PC)

Post by genjuro »

I finally beat Stage 1 on lucid, but now im back in the frustration boat with the next available options feeling insurmountably difficult again. I like a challenge, but most of the time it just feels like dumb luck when i finally beat a stage and im not getting any better at anything. Feels pretty unfair at times as i just get get inundated with fast targeted bullets and cant move fast enough to not have my health drained completely in seconds.

Or maybe im just butthurt that its kicking my ass so much? i dunno.

Still playing...
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Re: A City Sleeps (Harmonix / Steam PC)

Post by AKAperly »

genjuro wrote:I finally beat Stage 1 on lucid, but now im back in the frustration boat with the next available options feeling insurmountably difficult again. I like a challenge, but most of the time it just feels like dumb luck when i finally beat a stage and im not getting any better at anything. Feels pretty unfair at times as i just get get inundated with fast targeted bullets and cant move fast enough to not have my health drained completely in seconds.

Or maybe im just butthurt that its kicking my ass so much? i dunno.

Still playing...
Keep it up man; you'll get it. I recommend finishing stage 3 lucid to unlock the "Master" ghost, then go back to Nightmare stage 1 to get the "Horizon" relic (poe speed boost)

if you skip ahead towards the end of this twitch stream (around the 50min mark) I do a nightmare run that might help you out a bit.

http://www.twitch.tv/harmonixmusic/b/579133903
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Re: A City Sleeps (Harmonix / Steam PC)

Post by Zaarock »

Bought this yesterday & already put a lot of hours into it. I like the game but agree with most of the things BulletMagnet said.

Rushed through all the modes to unlock everything, and got a deathless run of Stage 1 on the highest difficulty (you die in one hit). Will try and get good scores on the other stages when I have time again.

edit: video of Stage 1 on Nightmare Cursed


some impressions:

+ I love the presentation and the synchronization with the music. Some of the synchronization on the final stage is really cool. Got a big Rez/Child of Eden vibe from the first stage.

+ Spirit system works well and is interesting. Some of the Spirits I thought were very nicely designed, like Fortune and Master which change how the game plays a whole lot. I like how the spirits force you to play to the music.

+ Scoring system is nice and indepth. It's basically dodonpachi-style enemy chaining for a multiplier except melee attacks substitute the laser as the attack that can maintain the chain without killing. The Spirits add a lot of complexity to it too. Melee does less damage if you're at the edge of it's range, which I thought was clever.

+ Destroying enemies with the melee attack is satisfying. The relic that boosts melee damage seems risky for score though, since you often need to maintain the multiplier by dealing more melee hits.

+ bullet and enemy patterns change a lot between difficulties. Always a great thing.

+ The 'cursed' difficulties that add a gimmick to the stage are a nice idea. Some of them change enemy patterns as well.

+ I enjoyed it a lot overall, though wish there were more stages. I hope you guys get to work on another shmup sometime.


- I wish there was something to encourage attacking to the beat of the music. There's no reason to not fire all the time unless you want to keep enemies alive. Some immediate ideas that came to mind: Perhaps there could be a melee attack on a separate button that increases in power if you use it to the music. Or the shot could 'overheat' if you keep firing it off-beat.

- not a fan of the dash. You're vulnerable during it and cannot attack until its recovery is over. After getting the speed-boost relic I only found myself using it to get away from enemies from very close range (since enemies will shoot you point blank). If there was something to promote using it for attacking that could be interesting. Dash mechanics in shmups seem like a very difficult thing to balance though.

- There seems to be some inertia/acceleration if movement is set to d-pad. It makes dodging dense patterns weird since you can't tap-dodge and have to pre-emptively accelerate to go through gaps in the pattern. I started really noticing this while doing the stage where you die in one hit. It makes the animation look smoother but I agree with most people on this forum that inertia makes dodging feel unresponsive.

- The players shot 'feels' weak, there isn't much feedback for landing hits & medium-size enemies can very long to kill long range. The relic that boosts shot speed can help with this though.

- As BulletMagnet said enemies can pass through your shot because it doesn't have constant fire. The shots also fire out far from your hitbox so enemies can also slip in from the side. This makes popcorn enemies more dangerous, but it's strange to me that you can get killed by popcorn ramming into you even if you're moving laterally and holding the shot towards them. easy to test in the start of stage 1 on nightmare.

- namely on stage 3 there are many very fast laser attacks that are nearly impossible to dodge on reaction. Some of them deal very little damage to you to compensate, but if that has to be done maybe the attacks shouldn't exist. In some sections if enemies spawn or boss forms change right on a beat in the music you can get shot at very quickly without warning.

- bullet patterns are a bit simple. that doesn't mean they're not difficult enough, but it would be interesting to see enemies that switch up their attacks or fire multiple patterns at once: say they fire aimed bullets, but also a not aimed spread shot. Stage 1 for example has most enemies shooting aimed shots, so you can easily avoid most things by just constantly moving and circling around enemies.
Some of the large enemies with a ton of health only have a single attack pattern even though they have a lot of screen time. I find it weird that a lot of the threat of these enemies comes from being able to take a lot of hits in a row. Usually attacks with a lot of bullets are harder because it's more complicated to get through unscathed, not because it can also cause way more lives/health lost at once.


An arcade or story mode that goes through all stages could be fun. I thought the no healthbar challenge on stage 1 felt like arcade-level difficulty (if you had lives on top of it) and having something similar for the whole game could be neat. Or a special mode where all relics are active simultaneously, but difficulty is increased to compensate.

Some of of those gripes are just small things. I enjoyed the game so far and really like some of the ideas in it.
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Re: A City Sleeps (Harmonix / Steam PC)

Post by AKAperly »

Zaarock wrote:Bought this yesterday & already put a lot of hours into it. I like the game but agree with most of the things BulletMagnet said.

Rushed through all the modes to unlock everything, and got a deathless run of Stage 1 on the highest difficulty (you die in one hit). Will try and get good scores on the other stages when I have time again.

edit: video of Stage 1 on Nightmare Cursed


some impressions:

+ I love the presentation and the synchronization with the music. Some of the synchronization on the final stage is really cool. Got a big Rez/Child of Eden vibe from the first stage.

+ Spirit system works well and is interesting. Some of the Spirits I thought were very nicely designed, like Fortune and Master which change how the game plays a whole lot. I like how the spirits force you to play to the music.

+ Scoring system is nice and indepth. It's basically dodonpachi-style enemy chaining for a multiplier except melee attacks substitute the laser as the attack that can maintain the chain without killing. The Spirits add a lot of complexity to it too. Melee does less damage if you're at the edge of it's range, which I thought was clever.

+ Destroying enemies with the melee attack is satisfying. The relic that boosts melee damage seems risky for score though, since you often need to maintain the multiplier by dealing more melee hits.

+ bullet and enemy patterns change a lot between difficulties. Always a great thing.

+ The 'cursed' difficulties that add a gimmick to the stage are a nice idea. Some of them change enemy patterns as well.

+ I enjoyed it a lot overall, though wish there were more stages. I hope you guys get to work on another shmup sometime.


- I wish there was something to encourage attacking to the beat of the music. There's no reason to not fire all the time unless you want to keep enemies alive. Some immediate ideas that came to mind: Perhaps there could be a melee attack on a separate button that increases in power if you use it to the music. Or the shot could 'overheat' if you keep firing it off-beat.

- not a fan of the dash. You're vulnerable during it and cannot attack until its recovery is over. After getting the speed-boost relic I only found myself using it to get away from enemies from very close range (since enemies will shoot you point blank). If there was something to promote using it for attacking that could be interesting. Dash mechanics in shmups seem like a very difficult thing to balance though.

- There seems to be some inertia/acceleration if movement is set to d-pad. It makes dodging dense patterns weird since you can't tap-dodge and have to pre-emptively accelerate to go through gaps in the pattern. I started really noticing this while doing the stage where you die in one hit. It makes the animation look smoother but I agree with most people on this forum that inertia makes dodging feel unresponsive.

- The players shot 'feels' weak, there isn't much feedback for landing hits & medium-size enemies can very long to kill long range. The relic that boosts shot speed can help with this though.

- As BulletMagnet said enemies can pass through your shot because it doesn't have constant fire. The shots also fire out far from your hitbox so enemies can also slip in from the side. This makes popcorn enemies more dangerous, but it's strange to me that you can get killed by popcorn ramming into you even if you're moving laterally and holding the shot towards them. easy to test in the start of stage 1 on nightmare.

- namely on stage 3 there are many very fast laser attacks that are nearly impossible to dodge on reaction. Some of them deal very little damage to you to compensate, but if that has to be done maybe the attacks shouldn't exist. In some sections if enemies spawn or boss forms change right on a beat in the music you can get shot at very quickly without warning.

- bullet patterns are a bit simple. that doesn't mean they're not difficult enough, but it would be interesting to see enemies that switch up their attacks or fire multiple patterns at once: say they fire aimed bullets, but also a not aimed spread shot. Stage 1 for example has most enemies shooting aimed shots, so you can easily avoid most things by just constantly moving and circling around enemies.
Some of the large enemies with a ton of health only have a single attack pattern even though they have a lot of screen time. I find it weird that a lot of the threat of these enemies comes from being able to take a lot of hits in a row. Usually attacks with a lot of bullets are harder because it's more complicated to get through unscathed, not because it can also cause way more lives/health lost at once.


An arcade or story mode that goes through all stages could be fun. I thought the no healthbar challenge on stage 1 felt like arcade-level difficulty (if you had lives on top of it) and having something similar for the whole game could be neat. Or a special mode where all relics are active simultaneously, but difficulty is increased to compensate.

Some of of those gripes are just small things. I enjoyed the game so far and really like some of the ideas in it.
wow, sick run. beautiful.

congrats on being the first to post a non-dev score to the STG1 nightmare cursed leaderboards.

thanks for all your impressions and feedback, I have already shared your post with the team.
support western shmups.
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Oniros
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Re: A City Sleeps (Harmonix / Steam PC)

Post by Oniros »

Quick heads up: it seems that the game's price has been dropped to $10 permanently.
Squire Grooktook wrote:
Captain wrote:The future of shmups is the past.
*Yagawa smiles with the teeth of a shark*

*cue Heavy Day*
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FRO
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Re: A City Sleeps (Harmonix / Steam PC)

Post by FRO »

genjuro wrote:The huge floating dudes remind me of Sol Divide.
My first thought as well - hopefully this won't suck like Sol Divide does.
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