mobile shmup with roguelike elemens released for iOS

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BloodironyBoss
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mobile shmup with roguelike elemens released for iOS

Post by BloodironyBoss »

Hey shmup fans,

I am Michael and one third of the indie game studio Bloodirony Games and a die hard shmup fan since the 90ies. We are a game studio that just launched it’s first game Shooting Stars for iOS devices, with Android following the next weeks. It is a fresh take on shmups with roguelike elements filled with internet humor, stars and celebrities. It features more than 20 active and over 30 passive items that killed enemies can drop and completely change the way you play.
If you like shmups you should definitely take a look:

Trailer: https://www.youtube.com/watch?v=lK0-m4pwDA8

AppStoreLink: https://itunes.apple.com/app/shooting-s ... ?ls=1&mt=8

Animated Gifs: http://imgur.com/a/PLd05

Image

Image

Feedback from professional shmup players is very welcome. We need some meat for our next big content update.

cheers
Michael
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Bananamatic
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Re: mobile shmup with roguelike elemens released for iOS

Post by Bananamatic »

BloodironyBoss wrote:filled with internet humor, stars and celebritiesl
how dank are the memes
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Re: mobile shmup with roguelike elemens released for iOS

Post by BloodironyBoss »

Bananamatic wrote:
BloodironyBoss wrote:filled with internet humor, stars and celebritiesl
how dank are the memes
Image
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DoomsDave
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Re: mobile shmup with roguelike elemens released for iOS

Post by DoomsDave »

Initial cons I have just off the gifs and trailer-

Pewdie bait is a real turn off. We all want to make it big and it certainly has worked in the past but when it doesn't it leaves a bad taste in the mouth of your design. The memes and especially the stuff with Edmund was pretty cringy. By attempting to go for that pewdiepie money you're shrinking your target audience. Pewdie bait has become so transparent that a lot of people won't give you any time at all.

There seems to be no environment variety and what is there is kind of boring. I know you don't want to make the bg too busy but you can still do a lot more than generic stone tiles.

Your trailer leaves the players focus on memes rather than the gameplay. The gameplay that it does show is too brief and distorted to get an idea of how the game plays. If all I had seen about your game was the trailer then I wouldn't know that it was a roguelike with a ton of powerups but I would know that there is a character called Justin Belieber.

(might not be a con to some people) Where is the hitbox? Is it the player's head or scarf or whole sprite?

How much do the power ups change the way the player actually plays? This is something else that isn't communicated very well in the trailer or gifs. In Isaac for example, a large number of the power ups affect how the player actually plays the game rather than just changing up the projectile's visuals and values.
BloodironyBoss
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Re: mobile shmup with roguelike elemens released for iOS

Post by BloodironyBoss »

Hi DoomsDave, thanks a lot for the in depth feedback. I really appreciate it. Let me answer to the points you are making:
DoomsDave wrote:Initial cons I have just off the gifs and trailer-

Pewdie bait is a real turn off. We all want to make it big and it certainly has worked in the past but when it doesn't it leaves a bad taste in the mouth of your design. The memes and especially the stuff with Edmund was pretty cringy. By attempting to go for that pewdiepie money you're shrinking your target audience. Pewdie bait has become so transparent that a lot of people won't give you any time at all.
There are 24 bosses in the game and we tried to cover actors, popstars and game related ones. For sure we would love to have Pewdie playing our game, but to be honest it's just as fun for the players to recognize him and that was our main reason, why to put him in the game.
DoomsDave wrote: There seems to be no environment variety and what is there is kind of boring. I know you don't want to make the bg too busy but you can still do a lot more than generic stone tiles.
We have 3 different tilesets, depending on how far you get. But as you stated. The action comes from the items and attacks, not the background.
DoomsDave wrote: Your trailer leaves the players focus on memes rather than the gameplay. The gameplay that it does show is too brief and distorted to get an idea of how the game plays. If all I had seen about your game was the trailer then I wouldn't know that it was a roguelike with a ton of powerups but I would know that there is a character called Justin Belieber.
Feedback accepted, here is a gameplay trailer for you: https://www.youtube.com/watch?v=S9knyDehwGA
DoomsDave wrote: (might not be a con to some people) Where is the hitbox? Is it the player's head or scarf or whole sprite?
It is in the middle, and was hard to point out no a real pixelart person on a hoverboard :) here it is
http://i.imgur.com/9zifPO5.png
DoomsDave wrote: How much do the power ups change the way the player actually plays? This is something else that isn't communicated very well in the trailer or gifs. In Isaac for example, a large number of the power ups affect how the player actually plays the game rather than just changing up the projectile's visuals and values.
Having 50 items in game it is way more the item do than changing visuals and values. eG there is an items that resurrects you if you are dying and you get another chance. But you are right. A video showcasing the items and a page or wiki would help a lot.
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Lobinden
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Re: mobile shmup with roguelike elemens released for iOS

Post by Lobinden »

The game seems good enough, but I really advise that the dev/s watch this video:
https://www.youtube.com/watch?v=RKoTcKp_Uh4
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Subterranean Sun
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Re: mobile shmup with roguelike elemens released for iOS

Post by Subterranean Sun »

How about you go advertise your mobile shovelware on a more appropriate subforum instead
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Re: mobile shmup with roguelike elemens released for iOS

Post by kid aphex »

Kudos to you for having the confidence to come here for feedback.
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kid aphex
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Re: mobile shmup with roguelike elemens released for iOS

Post by kid aphex »

Subterranean Sun wrote:How about you go advertise your mobile shovelware on a more appropriate subforum instead
kid aphex wrote:Kudos to you for having the confidence to come here for feedback.
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Re: mobile shmup with roguelike elemens released for iOS

Post by trap15 »

Subterranean Sun wrote:How about you go advertise your mobile shovelware on a more appropriate subforum instead
@trap0xf | daifukkat.su/blog | scores | FIRE LANCER
<S.Yagawa> I like the challenge of "doing the impossible" with older hardware, and pushing it as far as it can go.
BloodironyBoss
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Re: mobile shmup with roguelike elemens released for iOS

Post by BloodironyBoss »

Lobinden wrote:The game seems good enough, but I really advise that the dev/s watch this video:
https://www.youtube.com/watch?v=RKoTcKp_Uh4
Thanks, I'll give it definitely a look.
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Re: mobile shmup with roguelike elemens released for iOS

Post by BloodironyBoss »

Subterranean Sun wrote:How about you go advertise your mobile shovelware on a more appropriate subforum instead
The lengthy first feedback alone was worth it. I do not expect any sales from posting here tbh.
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Re: mobile shmup with roguelike elemens released for iOS

Post by BloodironyBoss »

kid aphex wrote:Kudos to you for having the confidence to come here for feedback.
I really thought a lot about it and if it might hurt my feelings as a want to game designer, but than I thought, fuq it, do it.
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Re: mobile shmup with roguelike elemens released for iOS

Post by Captain »

People will like this game.

People will buy this game.


These people are not here.
In search of great justice, sailing on a sea of stars.
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BloodironyBoss
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Re: mobile shmup with roguelike elemens released for iOS

Post by BloodironyBoss »

Captain wrote:People will like this game.

People will buy this game.


These people are not here.
Fine with me :lol:
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Blinge
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Re: mobile shmup with roguelike elemens released for iOS

Post by Blinge »

The game had better look like this. This is what I, a gamer, wish to play. I'm from the internet.

https://www.youtube.com/watch?v=IVUDG0taD-Y
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BloodironyBoss
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Re: mobile shmup with roguelike elemens released for iOS

Post by BloodironyBoss »

Blinge wrote:The game had better look like this. This is what I, a gamer, wish to play. I'm from the internet.

https://www.youtube.com/watch?v=IVUDG0taD-Y
Thanks for making my head explode - in a good way :)
manatworks
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Re: mobile shmup with roguelike elemens released for iOS

Post by manatworks »

oh hey! noodlecake games !? man, i really enjoy Highrise Heroes!
ok, end of off topic . Your game looks interesting enough but i do agree that all those memes kinda put us off a bit.
For me, when devs put this many memes in the game , i kinda write it off as "they can't really find another way to capture people's interest so they need to ride these not-so-funny INTERNET humors in it". I will be really glad if i am wrong tbh.

Another thing from what i see from the trailer is ,it seems to be a norm in Western Dev shmups that they never make the visual feedback of weapon impact rights at all . Look at these bullets impact in the trailer , they look weak as hell ,even the rainbow lazerrrs don't have that feeling that you're ripping target apart with high energy beam , trust me , just hitflash is not enough.
If you want to know what i mean, look up any video of Dodonpachi,Battle Garegga or even Hellsinker and you will get it ,those lasers are very satisfying that you can feel those chunky impact of your projectile shredding your enemy's steel plated armor apart . I know it's kinda abstract thing but if you see those games you will get it.

oh right , nice chiptunes btw!
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Re: mobile shmup with roguelike elemens released for iOS

Post by Blinge »

BloodironyBoss wrote:
Blinge wrote:The game had better look like this. This is what I, a gamer, wish to play. I'm from the internet.

https://www.youtube.com/watch?v=IVUDG0taD-Y
Thanks for making my head explode - in a good way :)
I know someone someday would appreciate it...
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BrianC
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Re: mobile shmup with roguelike elemens released for iOS

Post by BrianC »

Why do I have a sinking feeling that cat's face at the top turns into Grumpy Cat at one point?
BloodironyBoss
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Re: mobile shmup with roguelike elemens released for iOS

Post by BloodironyBoss »

manatworks wrote:oh hey! noodlecake games !? man, i really enjoy Highrise Heroes!
ok, end of off topic . Your game looks interesting enough but i do agree that all those memes kinda put us off a bit.
For me, when devs put this many memes in the game , i kinda write it off as "they can't really find another way to capture people's interest so they need to ride these not-so-funny INTERNET humors in it". I will be really glad if i am wrong tbh.

Another thing from what i see from the trailer is ,it seems to be a norm in Western Dev shmups that they never make the visual feedback of weapon impact rights at all . Look at these bullets impact in the trailer , they look weak as hell ,even the rainbow lazerrrs don't have that feeling that you're ripping target apart with high energy beam , trust me , just hitflash is not enough.
If you want to know what i mean, look up any video of Dodonpachi,Battle Garegga or even Hellsinker and you will get it ,those lasers are very satisfying that you can feel those chunky impact of your projectile shredding your enemy's steel plated armor apart . I know it's kinda abstract thing but if you see those games you will get it.

oh right , nice chiptunes btw!
If our enemies only had steel plated armor :). But i get your point. Will discuss this with the artist. Regarding the internet humor, we just wanted to make something different. And since the background story came to us before development it just felt right. We do get a lot of good feedback about the humor. Sure no game is everybody's taste, but it is different and that's what we tried to achieve. I knew it will put hardcore shmup fans off, but wanted to show it to you anyway. Here is a Promocode as a thank you for caring and writing about it: 6PR4E9NXXTJK - be nice and write a line, if you redeemed it.
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Re: mobile shmup with roguelike elemens released for iOS

Post by BloodironyBoss »

BrianC wrote:Why do I have a sinking feeling that cat's face at the top turns into Grumpy Cat at one point?
Unfortunately not, but I put it in our backlog. Thanks you for the idea.
manatworks
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Re: mobile shmup with roguelike elemens released for iOS

Post by manatworks »

How about kero blaster then? Organic target,the impact feels right and its on IOS and plays very well too . :P
BloodironyBoss
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Re: mobile shmup with roguelike elemens released for iOS

Post by BloodironyBoss »

manatworks wrote:How about kero blaster then? Organic target,the impact feels right and its on IOS and plays very well too . :P
true
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Re: mobile shmup with roguelike elemens released for iOS

Post by BIL »

BloodironyBoss wrote:since the 90ies.
Goatse for TLB. ;3
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Re: mobile shmup with roguelike elemens released for iOS

Post by DJ Incompetent »

So I paid the $3. Mostly because you're the first STG in awhile that actually advertises a hook.
The game has most of the components to be pretty good, but there needs to be a lot of cuts and consolidation in an update for this game to become noteworthy.

This game suffers greatly from padding.
Enemy formations are reused often.
I figured out the double-tap special attack exists long into the game at the Chuck Norris boss.
Player controls need a deadzone. When there is action, the character will stall at the bottom above the footer of numbers in the HUD. Play iOS Cave games for examples.
Your life system is strange. I don't know if I should treat them as lives or a damage bar. You offer hearts like candy in the first phase of stages, then hearts never replenish again. I don't know if it's bad, but I can't tell if you made this decision deliberately either.

There is little care taken in the celebrity bosses. Chuck Norris is the only one that makes any effort to represent attacks a Chuck Norris would do. It is also the only boss I see that actually has multiple attacks. Everybody else has a lazy single attack pattern of spamming red bullets. Matched with a large life bar, this is terrible design. The boss fights at least need a (Psikyo/Video System style) boss transformation visual gag relevant to what the celebrity does. Skrillix and Daft Punk aren't going to run around, they're going to be in a DJ booth.
The dialog is messy. I don't understand how simply recognizing references on its own is supposed to be funny. References work as a companion to original content standing on its own; paired alongside clever writing. There's not any writing here. It's like you went to KnowYourMeme and ctrl-C'd everything.
The tile background doesn't match your game's theme. It needs some variety that complements the celebrities you're fighting. Go play Space Invaders '95 and the Parodius Series for some education on Cute'em'ups in general.

I'm not sure if I fully explored your subtle powerup system, but I like it. It reminds me of an unlockable ship in Einhander or something from X2: No Relief.

Daily Challenges feel almost sluggishly identical to the main game. It's too slow. This is your opportunity to trim the fat, make things difficult from start, and exercise 'n escalate your enemy attack variety and powerup variety quickly.

Why do you say "rougelike elements?"

Good luck. Please flesh out your boss fights.
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Re: mobile shmup with roguelike elemens released for iOS

Post by BloodironyBoss »

DJ Incompetent wrote:So I paid the $3. Mostly because you're the first STG in awhile that actually advertises a hook.
The game has most of the components to be pretty good, but there needs to be a lot of cuts and consolidation in an update for this game to become noteworthy.

This game suffers greatly from padding.
Enemy formations are reused often.
I figured out the double-tap special attack exists long into the game at the Chuck Norris boss.
Player controls need a deadzone. When there is action, the character will stall at the bottom above the footer of numbers in the HUD. Play iOS Cave games for examples.
Your life system is strange. I don't know if I should treat them as lives or a damage bar. You offer hearts like candy in the first phase of stages, then hearts never replenish again. I don't know if it's bad, but I can't tell if you made this decision deliberately either.

There is little care taken in the celebrity bosses. Chuck Norris is the only one that makes any effort to represent attacks a Chuck Norris would do. It is also the only boss I see that actually has multiple attacks. Everybody else has a lazy single attack pattern of spamming red bullets. Matched with a large life bar, this is terrible design. The boss fights at least need a (Psikyo/Video System style) boss transformation visual gag relevant to what the celebrity does. Skrillix and Daft Punk aren't going to run around, they're going to be in a DJ booth.
The dialog is messy. I don't understand how simply recognizing references on its own is supposed to be funny. References work as a companion to original content standing on its own; paired alongside clever writing. There's not any writing here. It's like you went to KnowYourMeme and ctrl-C'd everything.
The tile background doesn't match your game's theme. It needs some variety that complements the celebrities you're fighting. Go play Space Invaders '95 and the Parodius Series for some education on Cute'em'ups in general.

I'm not sure if I fully explored your subtle powerup system, but I like it. It reminds me of an unlockable ship in Einhander or something from X2: No Relief.

Daily Challenges feel almost sluggishly identical to the main game. It's too slow. This is your opportunity to trim the fat, make things difficult from start, and exercise 'n escalate your enemy attack variety and powerup variety quickly.

Why do you say "rougelike elements?"

Good luck. Please flesh out your boss fights.
Thank you for purchasing my friend. And thank you more for the in depth feedback. I really appreciate it. I do not really want to defend ourselves but I do anyways. We wanted to make a simple, fun shmup for mobiles and wanted to pep it up so it's not just another mobile shmup with 2 aspects: Internet Humor and a lot of random elements (aka roguelike elements). We set out to make this game within 6 months and are very happy with the result.
These are the roguelike elements:
Every game is different because:
  • Permadeath
    The order of the bosses is different
    the enemy waves are different
    What items, when and if they drop is different (this includes hearts and shields)
I really understand, that die hard shmup fans do not like unpredictability in there games but that is the point of our game. It should (and I think it does) help replay ability for more or less casual mobile gamers. But it is a try and after 1 week out we get a lot of feedback.

Art content wise we put all the time and resources we could in the characters and the effects of the 50+ items, not in boss transformations, backgrounds and individual boss specials. They sure would have been cool, but ... you know. You cannot do anything.

Thanks again for the feedback and as I am already planning on the first big content update you guys give a lot of good ideas we can discuss about.
BloodironyBoss
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Re: mobile shmup with roguelike elemens released for iOS

Post by BloodironyBoss »

BIL wrote:
BloodironyBoss wrote:since the 90ies.
Goatse for TLB. ;3
wat? Can someone please translate this for me?
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BIL
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Re: mobile shmup with roguelike elemens released for iOS

Post by BIL »

zomg noob :O

CTRL+F "TLB" ;3
BloodironyBoss
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Re: mobile shmup with roguelike elemens released for iOS

Post by BloodironyBoss »

BIL wrote:zomg noob :O

CTRL+F "TLB" ;3
omg, why did I ask. The image can never be forgotten.
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