There's been a few games posted here with unusually resilient ships/characters in demo footage only for this to be the explanation. Don't do this. Debug cheats are very helpful for testing, but in demo footage it's hard to get a sense of how the game plays if the demo footage doesn't really accurately show how the game mechanics and balance work, especially if you're making the player much more powerful than normal or invulnerable, etc.Donley_Time wrote:Also, some of the movies above are from test runs with a buff'd health score so the player is a little tougher than normal.
Ew.An overall thought about the tanking - most of the gameplay is/will revolve around being hit at least occasionally
Shmups that expect you to take a few hits generally have very, very messy game balance. It's not fun running into a pattern you simply can't dodge only to die because you got hit too often previously, or to lose your entire lifebar instantly because you ran into something that happened to hurt a lot more, or because you didn't quite reach the boss with enough health to tank its hits.
Euroshmup design traditionally features the mistake of making hitboxes gigantic, and then trying to balance that out by giving you a bullet spongy lifebar, which then becomes a joyously un-fun experience when the designers make stuff that you can't avoid, in a genre where the fun comes from shooting and dodging. Modern shmups on the other hand (especially Japanese styled ones) rely on smaller hitboxes, and making patterns all possible to dodge. It's difficult to strike a balance when designing attacks that are difficult but fair, but it's infinitely more enjoyable when it's successful.
That's not to say that bullet sponge shmups can't work, and to be perfectly honest I think casual euroshmup style games probably are an easier sell to the mass market, but the point is that truly undodgeable attacks generally don't exist in shmups, ever (even in games with shielding like Giga Wing and Mars Matrix, patterns are all still dodgeable). It kills the part of the joy of the genre that comes from that feeling where you've run out of lives and bombs, but you still have a chance as long as you can dodge. Even with no resources left, if your dodging is true you can succeed. Lifebar shmups with impossible to dodge patterns destroy this aspect of the genre. I suppose I am a bit of an arcade purist in this sense.
If you're going to expect the player to tank bullets, doing so with something you can directly control to block hits like an R-Type or Ikaruga style shield or a melee deflection attack that's player controllable is probably going to be more enjoyable than "you're gonna get hit, hope your health holds out" design.