Zenzizenzic - Now Available on Steam!

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Zenzizenzic
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Zenzizenzic - Now Available on Steam!

Post by Zenzizenzic »

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ZENZIZENZIC IS NOW AVAILABLE ON STEAM!


INFO:
Developer: bitHuffel‘s Ruud Koorevaar
Publisher: Adult Swim Games
Website: ZenzizenzicGame.com
Availability: currently available on Steam for 7.99$ (20% discount during first week) (Steam link)
Platforms: Windows, Mac, Linux
Players: singleplayer, local 2 player co-operative
Contact: ruud [at] zenzizenzicgame.com
Press info: Adult Swim Games, ZenzizenzicGame.com


Trailer: https://www.youtube.com/watch?v=FqoGqAHMF1o


SHORT:
Zenzizenzic is a fast-paced, adrenaline-infused twin stick bullet hell shoot 'em up and open world roguelike. Featuring a beautifully abstract art style and a thumping, full throttle soundtrack, it's sure to get your thumbs sweating and your blood pumping!


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REVIEWS:
“4.5/5 | Zenzizenzic is a beautiful, fun and deadly shot of abstract twin-stick bullet hell madness, but with a little experience and a lot of technique, the massive firepower coming your way turns into a bullet-filled playground of fantastic precision gaming.”
Hardcore Gamer

“9/10 | A shmup for the modern gamer, Zenzizenzic is as bonkers as its name implies. It’s also smart, efficient and unquestionably tight.”
GameZone

“Zenzizenzic is an old-school bullet-hell style shmup that looks about as crazy as a game with that name should.”
Kotaku


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ABOUT:
Zenzizenzic hurls you into the abstract perils of a bullet-strewn fever dream. Battle your way through five varied levels in Classic Mode or explore an open world in Macro Mode, both of which are stuffed to the brim with legions of enemies. You'll dodge an onslaught of bullets while returning fire with an awesome arsenal of weapons and power-ups, leaving complete and utter destruction in your wake.


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In Classic Mode (single player or local co-op), you'll face five distinctly different levels with their own challenges, theme, bonus level and boss encounter. Arm yourself with two multi-layered weapon systems of your choosing such as screen-filling lasers, homing missile barrages, highly destructive charge shots, time jumps to slow the action down, black holes that warp and redirect immediate threats and more.

High scores don't come to the faint of heart, so test your mettle in multiple training modes. And hey, if you're in the mood for a grueling challenge, try Gauntlet Mode to try and complete all five levels in a single run.


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Macro Mode (single player only) is inspired by roguelikes with an open, random and procedurally generated world based on the levels in Classic Mode. Find upgrades to enhance your ship to epic proportions— you'll need to, because you're bound to encounter massive enemies that span multiple screens! It'll take brawn and brains to tackle monsters, uncover hidden secrets and discover varying ways of optimizing your score.

Welcome to the bullet-ridden world of Zenzizenzic. Go on— give it your best shot!


Zenzizenzic is published by Adult Swim Games and currently available for a 20% discount during the first week of release until the 30th of July!
Last edited by Zenzizenzic on Sat Jul 25, 2015 3:20 pm, edited 3 times in total.
Developing a twin-stick shmup dubbed Zenzizenzic.
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nasty_wolverine
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Re: Zenzizenzic - Now Available on Steam!

Post by nasty_wolverine »

this looks neat!!! and i didnt see a lifebar :mrgreen:
but also no lives counter :?
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Zenzizenzic
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Re: Zenzizenzic - Now Available on Steam!

Post by Zenzizenzic »

nasty_wolverine wrote:this looks neat!!! and i didnt see a lifebar :mrgreen:
but also no lives counter :?
Thanks! There's a lifebar :D You have 3 lives to start with, and can buy them back in exchange for points. It's the top blue bar at the bottom of the screen.
Developing a twin-stick shmup dubbed Zenzizenzic.
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Re: Zenzizenzic - Now Available on Steam!

Post by Chaos Phoenixma »

So it's more like the lifebar of Guwange or the Deathsmiles games than the general ones seen? As long as it's not designed around you having to take hits at times and can be done without taking hits like those games.
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Re: Zenzizenzic - Now Available on Steam!

Post by Zenzizenzic »

Chaos Phoenixma wrote:So it's more like the lifebar of Guwange or the Deathsmiles games than the general ones seen? As long as it's not designed around you having to take hits at times and can be done without taking hits like those games.
Yes, everything is avoidable in some way or another, be it simply by avoiding bullets or using your weapon set to get them out of the way. I should probably elaborate a little bit on different modes.

The stages are all separate instances in Classic Mode that you unlock one by one, so it is not a single sequence you play through. You tackle level by level in Classic, which reduces the need for a possibly more conventional continue system. You have to go through each level with the set of lives you are given. And of course there are challenges to complete the level without dying and such in Classic. It is different in the Gauntlet Mode, which involves completing all the Classic stages in a single go with a single set of lives. And finally, the Macro Mode is a roguelike inspired open world mode, which offers a wildly different experience from Classic. Here there are player upgrades, shops and so on, and the player is required to work his way through a continuous structure of five levels, similar to the Gauntlet with each level based on the relative level in Classic, but set in an open world with the other aforementioned features. Again with three lives, but with the possibility to buy them back at the shop for a nice cost.

Hope that explains it a bit better :)
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Re: Zenzizenzic - Now Available on Steam!

Post by nasty_wolverine »

Zenzizenzic wrote:
Chaos Phoenixma wrote:So it's more like the lifebar of Guwange or the Deathsmiles games than the general ones seen? As long as it's not designed around you having to take hits at times and can be done without taking hits like those games.
Yes, everything is avoidable in some way or another, be it simply by avoiding bullets or using your weapon set to get them out of the way. I should probably elaborate a little bit on different modes.

The stages are all separate instances in Classic Mode that you unlock one by one, so it is not a single sequence you play through. You tackle level by level in Classic, which reduces the need for a possibly more conventional continue system. You have to go through each level with the set of lives you are given. And of course there are challenges to complete the level without dying and such in Classic. It is different in the Gauntlet Mode, which involves completing all the Classic stages in a single go with a single set of lives. And finally, the Macro Mode is a roguelike inspired open world mode, which offers a wildly different experience from Classic. Here there are player upgrades, shops and so on, and the player is required to work his way through a continuous structure of five levels, similar to the Gauntlet with each level based on the relative level in Classic, but set in an open world with the other aforementioned features. Again with three lives, but with the possibility to buy them back at the shop for a nice cost.

Hope that explains it a bit better :)
i am sold, will pick it up when i can :D
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Re: Zenzizenzic - Now Available on Steam!

Post by Zenzizenzic »

nasty_wolverine wrote:i am sold, will pick it up when i can :D
Awesome, thank you :D Hope you will enjoy it!
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Re: Zenzizenzic - Now Available on Steam!

Post by BulletMagnet »

Threw down the eight bucks, here's what I could think to note after a bit of play time:

- I found the default music volume too loud, had to turn it down in the menu; not sure if that's just me though.

- Also had to adjust the deadzone for the controller I'm using, which I recall doing with the previous demo version of the game as well; again, though, not sure if that's just my hardware.

- Speaking of the options menu, I found that after finishing a stage and quitting back to the main menu the "audio" options would stay where I put them, but the "gameplay" and "control" settings would revert to defaults and require adjusting again.

- In "Classic" mode items seem to mostly fall downwards, which discourages you from using the entire screen, since you want to stay southbound to catch most of the stuff; offhand I prefer how items behave in "Macro" mode, where they just sort of float for a bit before disappearing.

- It also appears that picking up shot power-ups after you're at full strength doesn't do anything for you (correct me if I'm wrong); seeing as the "Classic" game seems to take a Giga Wing-esque "more powerups than you'll ever need" approach, I'd suggest giving them at least a small point value to make them worth picking up under any circumstances.

- Glad to see Macro in action, it's a rather neat change of pace from the usual stuff; there are a truckload of stats to keep track of, perhaps a bit too many, though at a glance it appears that players should do okay just picking up the stuff that spawns and filling in the gaps at shops without micromanaging too much. Having bullets spawn from parts unknown is a bit weird, but not impossible to get over; enemies spawning directly on top of you, however, is less forgivable. Off to the side, I'm curious what the design mentality behind the "move meter" here is; it didn't have a negative effect on the game as I played it, but I'm interested in what made you enact it for Macro specifically.

- Some aspects of the RNG might need a bit of tweaking; sometimes I'd go quite some time without seeing any targets, while other times I'd wind up suddenly swamped. The spawning walls in the second area would also sometimes trap me in a small box for a bit, or force me into a corridor where I couldn't dodge an oncoming bullet. I'd also frequently receive power-ups for weapons I either wasn't using or hadn't unlocked yet. I'm almost tempted to suggest a mini-map, but it'd be a real pain to implement without clogging the screen to heck and back...

- Offhand it seems that shields have a bigger hitbox than your ship does; is this to encourage you to use them as "bombs" instead of hoarding them, or am I off base?

- At the moment it appears that the leaderboards accept multiple submissions from the same person instead of just each person's personal best; plans to change this?

- You have created some of the most doggedly persistent homing bullets known to shmpdom. You monster. :P

I'll post more as I think of them; let me know if anything I said needs clarification.
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Re: Zenzizenzic - Now Available on Steam!

Post by Zenzizenzic »

Awesome, thank you so much for the feedback and picking up the game! :)
BulletMagnet wrote:Threw down the eight bucks, here's what I could think to note after a bit of play time:

- I found the default music volume too loud, had to turn it down in the menu; not sure if that's just me though.
Thankfully easily adjusted, but noted in case it is reported more often.
BulletMagnet wrote:- Also had to adjust the deadzone for the controller I'm using, which I recall doing with the previous demo version of the game as well; again, though, not sure if that's just my hardware.
Yeah, that's the hardware doing something different for each configuration. Although it is annoying when it does happen, and confusing to new players, so I may just lower the default value a little bit.
BulletMagnet wrote:- Speaking of the options menu, I found that after finishing a stage and quitting back to the main menu the "audio" options would stay where I put them, but the "gameplay" and "control" settings would revert to defaults and require adjusting again.
Thanks, I will fix that!
BulletMagnet wrote:- In "Classic" mode items seem to mostly fall downwards, which discourages you from using the entire screen, since you want to stay southbound to catch most of the stuff; offhand I prefer how items behave in "Macro" mode, where they just sort of float for a bit before disappearing.
I'm going to experiment a little bit to see how it feels like with the Macro behavior of items in Classic!
BulletMagnet wrote:- It also appears that picking up shot power-ups after you're at full strength doesn't do anything for you (correct me if I'm wrong); seeing as the "Classic" game seems to take a Giga Wing-esque "more powerups than you'll ever need" approach, I'd suggest giving them at least a small point value to make them worth picking up under any circumstances.
Yes, when you are maxed power-ups don't do anything. It's a good idea to give them some value though. I'll add a bit of points value to them. I initially did not do so to prevent from having random factors an impact on scores. But power-ups don't drop fully randomly anymore for a long time now, so I might as well see how it works out :)
BulletMagnet wrote:- Glad to see Macro in action, it's a rather neat change of pace from the usual stuff; there are a truckload of stats to keep track of, perhaps a bit too many, though at a glance it appears that players should do okay just picking up the stuff that spawns and filling in the gaps at shops without micromanaging too much. Having bullets spawn from parts unknown is a bit weird, but not impossible to get over; enemies spawning directly on top of you, however, is less forgivable. Off to the side, I'm curious what the design mentality behind the "move meter" here is; it didn't have a negative effect on the game as I played it, but I'm interested in what made you enact it for Macro specifically.
The enemies spawning on top of you is a thing I'm aware of, and I will fix that for sure. It shouldn't happen with the way the spawning system is built, but it still does, it's a bit odd. The move meter is implemented to prevent people from gettings cramps from holding down the button all the time as the movement increase is a lot lower at the start compared to Classic, which makes it almost usable all the time as the danger of overshooting movement is not as present. Also, it adds a bit of strategic use when you slow down to increase the effectiveness of the orbs you shoot with level 4 bullets. It means you can't spam those bullets, also at the same time it offers another route to upgrade your ship with.
BulletMagnet wrote:- Some aspects of the RNG might need a bit of tweaking; sometimes I'd go quite some time without seeing any targets, while other times I'd wind up suddenly swamped. The spawning walls in the second area would also sometimes trap me in a small box for a bit, or force me into a corridor where I couldn't dodge an oncoming bullet. I'd also frequently receive power-ups for weapons I either wasn't using or hadn't unlocked yet. I'm almost tempted to suggest a mini-map, but it'd be a real pain to implement without clogging the screen to heck and back...
The RNG is definitely still being tweaker. I have a good change lined up right now for the next patch which should stabilize activity more, and also offer more enemy variety. The thing with the walls can happen, but there are ways around it. It will become apparent, I at least hope so haha, that for different levels and different situations in Macro certain special weapons are more effective than others. If you haven't unlocked those yet, well, better get to unlocking and planning on what weapon might suit some situation better :D Here follow spoilers concerning mechanics and gameplay tips, so I'm covering it up just in case you would want to find out for yourself.
Spoiler
For instance, with Time Jump you can jump through walls. Or if an "unavoidable" bullet due to the environment being an arse comes in at you, you can use the Charge Shot to destroy it.
In Macro the environment can be as much of an enemy to you than any other bullet. I have considered adding a radar of some sorts, but everything is happening in pretty near vicinity to the player and there is a risk of just adding too much stuff (like with the amount of player upgrades), so I decided against it.
BulletMagnet wrote:- Offhand it seems that shields have a bigger hitbox than your ship does; is this to encourage you to use them as "bombs" instead of hoarding them, or am I off base?
Yes, shields have a hitbox the size of the shields themselves, which is substantially larger than the player hitbox. It is indeed to encourage to use them as bombs and make it more difficult to hoard them. I don't want to spoil too many mechanics, so I will cover this one up as well. It will explain a few details about the shield which you may want to find out for yourself.
Spoiler
In Classic shields stack damage-wise, not in terms of amount of bullets it can stop. For instance you could hoard a bunch of shields if you're able to as 1 bullet hit negates them all, and do massive amounts of damage against an enemy, or even boss, by exploding all of the stacked shields in their face. Furthermore, it can also be used to maintain your combo by exploding it when there is no enemy to kill quickly nearby and grabbing the points the destroyed bullets drop and maintaining your combo as such. In Macro shields stack in the same way, but with the added bonus of when you have a certain number of shields stacked on top of each other, it will activate an overshield which isn't explodable but offers another line of defense.
BulletMagnet wrote:- At the moment it appears that the leaderboards accept multiple submissions from the same person instead of just each person's personal best; plans to change this?
No plans as of yet, but I will add it to the list. I want to add a player statistic overview at some point, which would include an easy overview of personal bests and such and this would include that. I simply have not yet had the time. But I can see how one person clogging up the leaderboards could become an issue, so maybe I need to make its priority a bit higher! I also want to replace the current leaderboards with Steamworks leaderboards, which is related to the issue as well. It'll take a bit of research, but hope to get that in there :)
BulletMagnet wrote:- You have created some of the most doggedly persistent homing bullets known to shmpdom. You monster. :P
Haha cheers, they can be a downright pain the ass at times. Just wait for when Level 3 is added to Macro :twisted:

I'll post more as I think of them; let me know if anything I said needs clarification.
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Re: Zenzizenzic - Now Available on Steam!

Post by Zenzizenzic »

First patch is live. You can check out the details over at Steam! It's a quick patch to solve a few issues, the rest will be tackled soon!
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Re: Zenzizenzic - Now Available on Steam!

Post by STG4WD »

This looks great, really abstract and trippy. The 2 tracks on the website (hosted on Soundcloud) are also way above average game music.

Will be downloading this when I get my PC back online!

In the mean time are you streaming regularly on Twitch? If so make sure you get added to the list of streamers on the sticky thread:

http://shmups.system11.org/viewtopic.php?f=1&t=44981

Have added you to my Twitch faves, will keep an eye out for your stream!
#STG4WD>>
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Re: Zenzizenzic - Now Available on Steam!

Post by BulletMagnet »

A couple more thoughts:

- The more I play, the more convinced I am that making the items in Classic behave the way they do in Macro is the way to go: not only would this address the "stick to the bottom of the screen" issue I mentioned earlier, but also solve another quibble I mentioned in a previous thread, namely that killing an enemy or dying near the edge of the screen means that anything spawned will likely fall off the edge before you can get to it (especially annoying when you die and can't power back up). Allowing pickups to "bounce" off the edge of the screen and remain in the playfield until they fade after a set period of time would nip things in the bud nicely.

- While we're on the subject of the screen's edge, perhaps some small "warning" indicator before enemies appear would be helpful in avoiding otherwise-unavoidable damage in certain situations. Again, the point of a twin-stick shooter is the idea that you can attack most anything from most anywhere on the screen, and it can be frustrating to know that trying to play the edges of the screen puts you at constant risk unless you've memorized everything.

- I've been trying to utilize the "shield bombs" more, but somehow it seems that after using one you're unable to do so again for a while afterwards; is this intentional, or am I doing something wrong? If such a mechanic exists then some visible indicator of when you can bomb again would be appreciated (maybe turn your remaining shields red until they recharge, or something), though honestly I'd prefer that the limitation be minimal, if anything at all, unless there's some potential abuse of the mechanic that I'm unaware of...

- Is it my imagination, or does the homing weapon behave a bit differently in Macro than Classic? It seems to home more immediately in the latter for some reason...not a huge difference, but for some reason it seems a bit less hurried in Macro. Perhaps the large playfield does something to it.
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Re: Zenzizenzic - Now Available on Steam!

Post by Zenzizenzic »

STG4WD wrote:This looks great, really abstract and trippy. The 2 tracks on the website (hosted on Soundcloud) are also way above average game music.

Will be downloading this when I get my PC back online!

In the mean time are you streaming regularly on Twitch? If so make sure you get added to the list of streamers on the sticky thread:

http://shmups.system11.org/viewtopic.php?f=1&t=44981

Have added you to my Twitch faves, will keep an eye out for your stream!
Thanks, I'll check out that thread :)
BulletMagnet wrote:A couple more thoughts:

- The more I play, the more convinced I am that making the items in Classic behave the way they do in Macro is the way to go: not only would this address the "stick to the bottom of the screen" issue I mentioned earlier, but also solve another quibble I mentioned in a previous thread, namely that killing an enemy or dying near the edge of the screen means that anything spawned will likely fall off the edge before you can get to it (especially annoying when you die and can't power back up). Allowing pickups to "bounce" off the edge of the screen and remain in the playfield until they fade after a set period of time would nip things in the bud nicely.

- While we're on the subject of the screen's edge, perhaps some small "warning" indicator before enemies appear would be helpful in avoiding otherwise-unavoidable damage in certain situations. Again, the point of a twin-stick shooter is the idea that you can attack most anything from most anywhere on the screen, and it can be frustrating to know that trying to play the edges of the screen puts you at constant risk unless you've memorized everything.

- I've been trying to utilize the "shield bombs" more, but somehow it seems that after using one you're unable to do so again for a while afterwards; is this intentional, or am I doing something wrong? If such a mechanic exists then some visible indicator of when you can bomb again would be appreciated (maybe turn your remaining shields red until they recharge, or something), though honestly I'd prefer that the limitation be minimal, if anything at all, unless there's some potential abuse of the mechanic that I'm unaware of...

- Is it my imagination, or does the homing weapon behave a bit differently in Macro than Classic? It seems to home more immediately in the latter for some reason...not a huge difference, but for some reason it seems a bit less hurried in Macro. Perhaps the large playfield does something to it.
I'm still playing around with the Macro item behavior, testing it out.

I have considered adding a warning to where enemies spawn, it was actually implemented waaay back, but I decided not to to avoid screen clutter and it would now complicate and slow down the spawning process and flow of the game. I also think that it is a lessing quickly learned to steer away from the left, right and top edges of the screen when you have killed an enemy, as a new enemy will spawn in. It is frustrating when it happens I agree, which is why enemies just about never spawn in from the bottom of the screen, making that a safer zone to retreat to. I would say that this also makes Zenzizenzic a bit of a mix between pure twin stick shooters and vertical/horizontal scrolling shooters.

Not sure what you mean with the hidden cooldown for the shield bombs. If you have a shield equipped and you activate it, you can right after pick up a fresh shield and activate that. There is no cooldown implemented. The only little mechanic that is in there is that when your shield is hit by an enemy bullet it lingers for a little bit, giving you a little bit of a timeframe to still activate it, but that's not what you meant. This is in Classic right? Although in Macro they behave the same way in regards to activation.

Yes, the Missiles in Macro are slightly slower in acquiring a target. This is for performance reasons. When each missiles has to continuously check for enemies present and grab the nearest it can become quite the drain, especially in regards to the amount you can fire off in Macro with the upgrades attained. To resolve this the homing missiles check for enemies intermittently instead of continuously.

Thank you again for the feedback, much appreciate it! :D
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Re: Zenzizenzic - Now Available on Steam!

Post by Zenzizenzic »

Patch v0902m027 is live.

View the announcement here.

Notes:
- Fixed issue with enemies spawning op on top of you in Macro.
- Changed the Reward Chest in Macro to be smaller and easier to open.
- Overhauled Events in Macro (Events occur when opening a cluster of doors).
- Adjusted Main Menu button interactions to make them reliable.
- Fixed issue with Enemy Clear usable item not being placed into the right use slot in Macro.
- Fixed issue with the Shop not appearing after defeating a boss in Macro.
- Fixed issue with right stick dead zone recognition for controller input.
- Slightly adjusted the boss attacks of the first level in Macro.
- Fixed issue with Dont Die achievement in Very Hard Gauntlet not unlocking properly. (Good luck getting that one in the first place! bwaha.)
- Added a button in the Options menu to send local achieved Achievements to Steam Achievements in the case they were gotten in an older non-Steam version of Zenzizenzic.
- Fixed issue on Mac with controller input regarding the triggers.

Now that I believe most issues have been patched out, the focus will shift to gameplay changes and additions!
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Re: Zenzizenzic - Now Available on Steam!

Post by Zenzizenzic »

The first major content patch for Zenzizenzic is live!

Check it out on Steam or keep reading for the full details!

The most extensive change is the addition of level 3 to the Macro mode. Be wary though, going through level 3 is not for the faint of heart as you'll be chased beyond what seems reasonable by enemies, bullets and all that can pose a threat to you (which is just about everything really).

Here is a video from the livestream at Twitch in where I play through this patch! Be sure to follow the livestream to check out the latest changes and have a chat with me about them when I'm live!

In a few weeks level 4 will be added, and a bit after that the final level 5 will see its implementation in the Macro mode.

Now that level 3 is implemented I will start working hard on level 4. In the meanwhile there will undoubtedly be small patches which tweak the world generation in Macro and small fixes.

Here are the full patch notes:

v091m035:
- Added level 3 to Macro.
- When entering the shop in Macro, nearby enemies and bullets are cleared out (similarly as to how the Enemy and Bullet - Clear items do).
- Added a points value to Weapon Upgrade and Shield pickups in both Macro and Classic.
- Slightly adjusted how resource pickups behave in Classic.
- Removed sound effect when a player bullet hits a wall in Macro, it becomes a bit annoying over time and it now is easier to differentiate when hitting an enemy.
- Changed the level 1 boss in Macro to make it more easier to grasp what is going on and how to beat the boss.
- Fixed an issue with the level 1 boss in Macro causing it to attack endlessly when already dead.
- Slightly increased the speed with which you progress through the levels in Macro.
- Fixed large frame drop issue in level 2 in Macro.

You can find the topic where I list the upcoming changes here.

If you come across any issues, or have any kind of feedback, be sure to let me know.

Thanks!

Best,
Ruud Koorevaar - developer of Zenzizenzic
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Re: Zenzizenzic - Now Available on Steam!

Post by BulletMagnet »

Sorry I haven't had much time to play/comment of late, but here are a few things to add:

- It seems that the music doesn't change when you move from stage to stage in "Gauntlet" mode - I assume that's on the to-do list somewhere, but figured I'd best be sure.

- Now that I understand how "shield bombs" work, I find it a bit odd that you can stockpile up to three of them, but can only expend one when you've just picked an item up...is there a particular reason for this setup?

- I think that some tweaking of the post-death/shield loss invincibility window is needed, as in some situations I found myself trapped inside a laser and totally decimated in a second or two. Also, having to retreat to avoid follow-up hits when the screen is crowded (which it usually will be if you get tagged) makes it tough to re-collect your power-ups and makes recovery even tougher. Maybe a partial screen clear or something like that after a hit would help...

- It might be my imagination, but it seems that items "fall" a little slower in Classic mode than before...I'd still prefer using the same behavior as in Macro (or maybe a "lay off the fire button and attract everything onscreen to you" ability?), but I just have to know if my mind's playing tricks on me here, heh.

- How exactly do the yellow-rimmed enhancements you pick up in Macro affect your stats, as opposed to the ones you buy in the shop? Are they permanent or temporary, and do they stack with the shop bonuses?

- It probably goes against your design philosophy, but I think that the bosses, particularly the ones in Macro, are impressive enough to deserve their own music. Just my preference though, heh.

- Minor thing, but in Macro I saw a treasure chest that still had the "wider" formation of previous builds, I think it was left behind by the wall covered in laser turrets in stage 2.

- Finally: Tight corridors plus randomly appearing/disappearing walls plus loads of annoying homing bullets equals...eh, this comes to mind. :P ;)

Will post more if I think of it.
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Zenzizenzic
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Re: Zenzizenzic - Now Available on Steam!

Post by Zenzizenzic »

BulletMagnet wrote:Sorry I haven't had much time to play/comment of late, but here are a few things to add:

1. It seems that the music doesn't change when you move from stage to stage in "Gauntlet" mode - I assume that's on the to-do list somewhere, but figured I'd best be sure.

2. Now that I understand how "shield bombs" work, I find it a bit odd that you can stockpile up to three of them, but can only expend one when you've just picked an item up...is there a particular reason for this setup?

3. I think that some tweaking of the post-death/shield loss invincibility window is needed, as in some situations I found myself trapped inside a laser and totally decimated in a second or two. Also, having to retreat to avoid follow-up hits when the screen is crowded (which it usually will be if you get tagged) makes it tough to re-collect your power-ups and makes recovery even tougher. Maybe a partial screen clear or something like that after a hit would help...

4. It might be my imagination, but it seems that items "fall" a little slower in Classic mode than before...I'd still prefer using the same behavior as in Macro (or maybe a "lay off the fire button and attract everything onscreen to you" ability?), but I just have to know if my mind's playing tricks on me here, heh.

5. How exactly do the yellow-rimmed enhancements you pick up in Macro affect your stats, as opposed to the ones you buy in the shop? Are they permanent or temporary, and do they stack with the shop bonuses?

6. It probably goes against your design philosophy, but I think that the bosses, particularly the ones in Macro, are impressive enough to deserve their own music. Just my preference though, heh.

7. Minor thing, but in Macro I saw a treasure chest that still had the "wider" formation of previous builds, I think it was left behind by the wall covered in laser turrets in stage 2.

8. Finally: Tight corridors plus randomly appearing/disappearing walls plus loads of annoying homing bullets equals...eh, this comes to mind. :P ;)

Will post more if I think of it.
Don't apologise! You've been a big help already :)

1. Intentionally did not do that. It starts of with a random song, the player is free to change the song as he/she likes with the d-pad/arrow keys. The way it's setup makes it also a bit of a pain to switch to a set song from script when the next level starts in Gauntlet, which sounds weird I know, but alas, it's a bit stupid :p

2. It would make shields too strong I'm afraid if you could use it the same amount of times that they are stacked up.

3. I like the idea of a small screen clear when hit. I think I'll add that! It will probably be around the same aoe range as the shield explosion, maybe just the same effect (including the enemy damage, so smaller/weaker enemies also get cleared and you'll get resources ready to be picked up again which makes the hit a bit less paralyzing).

4. I tweaked it a bit. But alright alright haha. I'm sending you a pm so you can get into a private beta build where you can try it out with the Macro behavior on the pick-ups.

5. They do exactly as the text pop-up states. Mostly it's just a % change (mostly a 5% change, compared a larger % change to what you pick and purchase in the shop, and they do stack yes). You can observe it for yourself by having the Overview tab open in the shop and see how the numbers change. This also indeed means that getting a % upgrade on a value that is already higher will increase it by a larger amount (realising this can have an effect on how to utilise the shop and random upgrades most effectively!). All the stats are reset when starting over.

6. I would love to give them their own music haha. But there's just not enough time and money to make that happen unfortunately.

7. Thanks for noticing that, will fix that!

8. It's a rough level where you really got to use your special weapons almost more for defense than offense. I quite enjoy using the Time Jump weapon over there with all the homing shenanigans and walls. In specific levels/situations in Macro some weapons are more useful than others, so you got to come prepared! This also means that focusing on a single upgrade path for a single set of weapons may make things more challenging later on. It's not really that much about focusing on a single "build", but getting the diversity needed to get yourself ready to whatever will come up. Meaning in the 3rd level in Macro you may find the Time Jump useful, but in the 4th level you may find another weapon a better pick.

Thanks again!
Developing a twin-stick shmup dubbed Zenzizenzic.
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Zenzizenzic
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Re: Zenzizenzic - Now Available on Steam!

Post by Zenzizenzic »

New patch is live!

You can check out the details over at Steam, or just keep on reading!

Patch v095m045:
- Level 4 added to the Macro mode.
- Game pauses when its window loses focus (like when alt-tabbing).
- Further adjusted pick-up and power-up behavior when an enemy drops them in Classic mode. Regular pick-ups fan out when spawned and weapon and shield power-ups now also bounce from walls once. The drop rate for weapon and shield power-ups are lowered to compensate.
- Added an option to disable the background for if you really want to get in the thick of things with no distractions at all.
- Added a similar effect as the player shield explode to when the player loses a life by getting hit. This causes a small area clear around the player and give a brief moment of respite to recover.
- The shield explosion effect now also clears out nearby enemy lasers.
- Increased the invincibility timer after getting hit from 1 second to 1.5 seconds.
- Changed the Progression mechanic in Macro. Now points earned while playing Macro no longer contribute to the Progression bar (which when filled up spawns a boss). The bar is filled up solely on a time based factor. On Normal it will take 5:00 minutes, Hard 6:30 minutes and on Very Hard it will take 8:00 minutes to fill up.
- Fixed a couple of issues with the Gauntlet mode.

What's left to do is add the final level 5 to the Macro mode, discover any remaining bugs and fill in the rest of the time remaining until the launch by adding miscellaneous cool stuff to the Macro mode (think secrets, more enemies, upgrades, and all that jazz).

Thanks!

Best,
Ruud
Developing a twin-stick shmup dubbed Zenzizenzic.
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Re: Zenzizenzic - Now Available on Steam!

Post by Zenzizenzic »

The final major content patch before release is available!

This time around you can completely go through Macro as all the content is in there. Furthermore, loads of small fixes and additions can be found in this patch. Read on for the details.

Also, we have a release date! Mark the 23rd of July in your calendars as then the bullet hell will reign down on all! Do note that while the game is in Early Access you can still profit from the 20% discount as the final release price will be 9.99$, compared to the 7.99$ it is now during Early Access.

Here are the full notes:

Global:
- Fixed an issue with destroyed bullets dropping more point pickups than intended.
- Fixed an issue with diagonal movement being too fast in Classic.
- Added various improvements to the interface in the Main Menu in regards to showing leaderboard and achievement stats and on other interface locations as well (such at the endgame overview for when the player has died/won).
- Speaking of leaderboards, Steam Leaderboards are now fully functional. This means that choosing a name for the leaderboard has been removed as it now takes your Steam account name and only your single best score is registered.
- Local leaderboards have been replaced by the feature Personal Best scores. This is a single high score that is tracked locally.

Classic:
- The radius with which you pull in point pickups now increases rapidly when you aren't shooting. This is also indicated by a graphic, which can be adjusted or turned off from the Options menu.
- Added a subtle graphical indicator for when a powerup has bounced from a wall to show that it will not bounce again.

Macro:
- The final level, level 5, of the Macro mode has been added.
- Increased the movement speed of point pickups.
- Increased the pickup radius upgrade in the Shop in Macro from 10% to 15% and increased the base value from 3 to 4.
- Decreased the difficulty of the level 4 boss.
- Added a percentage cost increase to the Gamble option in the Store.
- Increased the duration of how long the Weapon and Shield upgrade pickups remain floating around before disappearing from 10 seconds to 15 seconds.
- Added a few environmental objects in level 4.
- Re-balanced shop costs now that all the content is in place and a better flow of points income can be estimated. Note that this balance is not final, if I were to wager a guess I'd say things are slightly too costly at the moment overall, but it will be refined over time!
- The critical chance upgrade now starts at 0% but increases by 10 each time it is purchased in the shop, up to 100%.

See you on the Leaderboards!
Developing a twin-stick shmup dubbed Zenzizenzic.
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Re: Zenzizenzic - Now Available on Steam!

Post by Lord Satori »

I just saw the Adult Swim commercial yesterday. It was amazing and congrats.
BryanM wrote:You're trapped in a haunted house. There's a ghost. It wants to eat your friends and have sex with your cat. When forced to decide between the lives of your friends and the chastity of your kitty, you choose the cat.
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Re: Zenzizenzic - Now Available on Steam!

Post by Zenzizenzic »

Lord Satori wrote:I just saw the Adult Swim commercial yesterday. It was amazing and congrats.
Thanks! Still a bit funny, and amazing, that there's a commercial going around for Zenzizenzic!

Also in about 1 hour, at 1PM EDT, Adult Swim Games will be streaming Zenzizenzic for an hour on their Twitch.tv channel. I'll be there as well, so feel free to come hang out!
Developing a twin-stick shmup dubbed Zenzizenzic.
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Re: Zenzizenzic - Now Available on Steam!

Post by Zenzizenzic »

Zenzizenzic is now fully released on Steam! It can now be picked up for the first week with a 20% discount for 7.99$ or your regional equivalent.

It's been quite a while since I first posted here about Zenzi and appreciate the support and feedback you guys have offered. It definitely helped me make it a better experience!

A few much appreciated words:
“4.5/5 | Zenzizenzic is a beautiful, fun and deadly shot of abstract twin-stick bullet hell madness, but with a little experience and a lot of technique, the massive firepower coming your way turns into a bullet-filled playground of fantastic precision gaming.”
Hardcore Gamer

“9/10 | A shmup for the modern gamer, Zenzizenzic is as bonkers as its name implies. It’s also smart, efficient and unquestionably tight.”
GameZone
Developing a twin-stick shmup dubbed Zenzizenzic.
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Re: Zenzizenzic - Now Available on Steam!

Post by Zenzizenzic »

On 1pm ET (5pm GMT) today Adult Swim Games will be streaming Zenzizenzic on Twitch.tv/adultswimgames. I'll be in chat answering questions. Keys will also be given out!

Right as the Adult Swim stream ends (about an hour later) I'll start streaming Zenzizenzic as well on Twitch.tv/bithuffel, so you can check out how the developer tackles a plethora of bullets in Zenzizenzic!
Developing a twin-stick shmup dubbed Zenzizenzic.
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