
Hey there, nice people of Shmups.com! I've been developing for the past two years a rather exquisite, unorthodox shmup named In Extremis. In fact, this is neither it's first or second mention in this forum, but it only goes to show how much work I've invested in it since I first came along here.
Game Teaser:
https://www.youtube.com/watch?v=3PM9GPOYhD8
Currently the game has:
.Eleven different stages, each one with a distinct themes, aesthetics and mechanics; including some ideas that really haven't been well explored in most arcade games. There are tons of surprises and curveballs in every stage, so watch out!. Each stages also has exclusive enemies, and different bosses, including ones that will force players to think outside of the box.



.Twelve weapon, dubbed "aspects" in game; each weapon is very flexible, allowing several different uses depending on button presses. Also, they can be paired any way players want to, making the game more replayable. Each weapon was inspired by different types of shmups, while also giving it's own twist to it's formula.


.Three difficulties (and I'm thinking of adding more), as well as a Zanac-inspired adaptive difficulty system (which is togglable). Also, the game posses a host of configurations for gameplay, in order for players to customize their own preferred challenges.


.A planned long-term game structure; the game structure has bifurcated paths, similar to Darius, so as to ensure variability in each run; though levels can be played individually to pratice, you can only reach the true end of the game by playing from the beginning. Also, the game has plenty of stuff to unlock: score are tabulated into an Xp and Level system (each level up gives you and extra Continue - no upgrade store bullshit here), and each stage has a optimal score named "Threshold" - beating it unlock a new aspect for you to use.



.Full controller support, as well an integrated tutorial for new players
As of right now, the game is in it's final stages of development; the whole game is already quite playable, and I left custom animations and graphical effects for the last part (as the screens might put into evidence), as I wanted to focus first on foremost on making a smooth, challenging and eminently accessible game as possible.
Also, I've been toying with the idea of making some extra stages based on the huge amount of assets produced for the main game, but honestly I don't think that, after a year
The main elements I would you like you guys to chime on are the aspect balance (there is a ton of different combinations, so balancing it out was quite a challenge), and the score system. In Extremis has a very simple, multiplier-based score system, and as of this version stuff like end-of-level bonus still haven't been implemented (it's been quite hard just ironing out all of the bugs).
Also, any opinions on visuals, effect, stage design, soundtrack, or the game cryptic-weirdo narrative are welcome. Hell, I've devoted this entire year to this project, so I'm starving for some good feedback!
Without any more delay, here is the download link:
https://www.dropbox.com/s/ihflgfwwv558a ... s.exe?dl=0
(And if any of you are interest in game design insights I had over the development of INX, please check the devlog!)
(And just a heads-up; if you're not interested in slaving way unlocking stages and aspects, just press "I" in the keyboard in the stage selection screen (the one with the little circles). It will unlock all the resources in the game!)