Ghost Police - negative-space shooter

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StevenM
Posts: 16
Joined: Wed Aug 04, 2010 9:31 pm

Ghost Police - negative-space shooter

Post by StevenM »

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This game is a non-shooting shooter, or at least the method of 'shooting' is unconventional - you use the cursor as a brush, to destroy whitespace to create more blackspace, and vice versa. You can clear a path for your ships, create barriers to block bullets, and brush away space to uncover hidden items. Black and white enemies will use the opposite surface as camouflage and can also chip away at it with bullets. On top of which there are red items and enemies which aren't restricted to either surface, and while either ship can collect the red items, neither of them can destroy the red enemies alone.

EDIT (16th October 2015)

https://dl.dropboxusercontent.com/u/102 ... o-v03c.zip

The demo currently consists of three small tutorial levels and a single large scrolling level with a boss fight.
Last edited by StevenM on Fri Oct 16, 2015 4:07 am, edited 3 times in total.
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inunui
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Re: Ghost Police - negative-space shooter

Post by inunui »

Hey! Well first off, let me sorta congratulate you, your game was the breaking point for me to finally make an account here! I found this post on the shmups.com Twitter, and thought that since no one has replied yet, I'd try my best to help you out!

First off, let me say I really love the visual design! It's simple, but eye-catching. Same goes for the menus and the title screen! I like that you allow the painting effect to work outside of the game, it helps give it a special feel, right out of the gate. The boss felt almost 4th wall breaking, and it gave a fairly intimidating feeling since it stuck out. It was really cool!

I really enjoy the painting idea, far more than I expected to. It's simple enough that it won't confuse someone who isn't totally familiar with shmups. That being said, it took me awhile to figure out that you did special damage by clicking both the right and left mouse buttons at the same time. Maybe it's in the tutorial, but if it was, the tutorial wasn't functioning right on my end. The tutorial is a still screen for me.

The real doozy here, however, is the two ship set up. I really like the idea of commandeering two ships, but as is, the controls don't service it very well. I'd go for a button to change which ship you control, separate from the painting buttons, as it would allow you to do more complex things in the long run. I would also suggest making a single ship mode, maybe as sort of a Beginner difficulty, just to allow everyone a a way in to your game. Normally I'd say going for a two ship play-style would be a mistake, especially with a keyboard, but I played through the first level in its entirety (and beat the Boss!) and felt that it helps what's already a unique game stand out even more. As it stands though, I found it made more sense to not move the ships at all, and just make sure to paint a path for them, which probably isn't what you are aiming for!

I'd love to see a little bit of a story mode in, but that's probably just because I'm a sucker for shmups with cool settings and cool characters! With a title like Ghost Police, a cool Sci-Fi thing like Snatcher or Terminator comes to mind! If you've got an idea for little story in your back pocket, don't be afraid to use it!

Last little bit, I think I recognized those songs? I know there was at least a GameBoy-esque chirp. It's probably just stand in music, which is totally fine at this point, but I'd absolutely love to buy this game when it's finished! I hope you can get some cool original tunes! And if it already is original, I have no clue what exactly I'm confusing it with!

I hope my comments help you out with developing Ghost Police! I love it so far, and can't wait to see where it goes from here!
StevenM
Posts: 16
Joined: Wed Aug 04, 2010 9:31 pm

Re: Ghost Police - negative-space shooter

Post by StevenM »

inunui wrote:Hey! Well first off, let me sorta congratulate you, your game was the breaking point for me to finally make an account here! I found this post on the shmups.com Twitter, and thought that since no one has replied yet, I'd try my best to help you out!
I wasn't aware there was a Twitter account for the website. That's really cool! Thank you to the people organising that Twitter for the shout-out.
inunui wrote:First off, let me say I really love the visual design! It's simple, but eye-catching. Same goes for the menus and the title screen! I like that you allow the painting effect to work outside of the game, it helps give it a special feel, right out of the gate. The boss felt almost 4th wall breaking, and it gave a fairly intimidating feeling since it stuck out. It was really cool!
I'm thankful to hear the menus and title helped you get a grasp on the mechanics of the game. I didn't want them to be plain point-and-click menus, especially in the context of the game itself - it would seem like a wasted opportunity NOT to let the player mess around with them.
inunui wrote:I really enjoy the painting idea, far more than I expected to. It's simple enough that it won't confuse someone who isn't totally familiar with shmups. That being said, it took me awhile to figure out that you did special damage by clicking both the right and left mouse buttons at the same time. Maybe it's in the tutorial, but if it was, the tutorial wasn't functioning right on my end. The tutorial is a still screen for me.
I'm glad you brought up that point about the tutorial, I'm going to look into it - it hasn't happened on my end yet, but it's better to know about these issues sooner rather than later. As you suggest, the tutorial does discuss using the right and left buttons - the third screen introduces red enemies/bullets/items and also displays the progress bar from the title screen underneath the enemy instance. Perhaps it would be more intuitive if there were a red enemy on the title screen as well.
inunui wrote:The real doozy here, however, is the two ship set up. I really like the idea of commandeering two ships, but as is, the controls don't service it very well. I'd go for a button to change which ship you control, separate from the painting buttons, as it would allow you to do more complex things in the long run.
Do you know how I could manage a change-ship button while keeping the WASD/arrow keys and mouse? I don't want to add too many buttons to the player's control scheme; ideally they'll have the keys in one hand and the mouse in the other - but I'm open to suggestions! Maybe something like using the mouse to drag the ships around? I'd like to hear some ideas. Control is paramount to the player's experience and I don't want the player to be fighting to enjoy the game.
inunui wrote:I would also suggest making a single ship mode, maybe as sort of a Beginner difficulty, just to allow everyone a a way in to your game. Normally I'd say going for a two ship play-style would be a mistake, especially with a keyboard, but I played through the first level in its entirety (and beat the Boss!) and felt that it helps what's already a unique game stand out even more.
The irony is that I'm thinking of putting a single ship mode in as an unlockable mode after the main campaign is beaten - it would be a harder-difficulty mode and would make sense in the context of the story. I've also got a great design for a different single ship story where you hijack enemy ships, so you're firing bullets in different patterns instead of using the paintbrush.
inunui wrote:As it stands though, I found it made more sense to not move the ships at all, and just make sure to paint a path for them, which probably isn't what you are aiming for!
I tried to mitigate ship idling in the main level - with the rotating circle of red enemies, and several hidden items that need to be flown over and picked up - but if that's the player's style then I'd feel churlish trying to force them to play the 'right' way I want them to. Like square pegs and round holes. Perhaps the game needs some more hidden items and red obstacles like walls, spikes and firebars [Super Mario Bros] so the game has a touch of R-Type/Gradius to it.
inunui wrote:I'd love to see a little bit of a story mode in, but that's probably just because I'm a sucker for shmups with cool settings and cool characters! With a title like Ghost Police, a cool Sci-Fi thing like Snatcher or Terminator comes to mind! If you've got an idea for little story in your back pocket, don't be afraid to use it!
The final game is going to have a story spread over three consecutive modes. The protagonists are private investigators (one alive, one recently blown up) who want to stop the mafia bringing their boss back from the dead. The boss wants control of all the world, even if he has to turn it all into ghostspace to do so, and that's part of his henchmens' motivation - bring him back to life to stop him, or find a way to expunge him beyond ghostspace. Then they find out that some ghosts can possess people permanently to re-enter earthspace and things go pear-shaped. Though this is all talk for the time being -- what I'd like to do is produce the levels first, and worry about the cutscenes/dialogue later on. A score-attack mode would remove those elements so you wouldn't have to sit through it if you wanted to marathon the game.
inunui wrote:Last little bit, I think I recognized those songs? I know there was at least a GameBoy-esque chirp. It's probably just stand in music, which is totally fine at this point, but I'd absolutely love to buy this game when it's finished! I hope you can get some cool original tunes! And if it already is original, I have no clue what exactly I'm confusing it with!
The songs were produced by Wally Chantek who recently did a fantastic Famicom arrangement album for Gradius 3 - you should really listen to his work! I've also been in talks with several chiptune musicians in the hopes of paying them to produce original music for the game. For that purpose, I'd like to set up a Kickstarter or Indiegogo campaign later on in the year.
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inunui
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Re: Ghost Police - negative-space shooter

Post by inunui »

I did a little fooling around in the demo, and I figured out that I was doing something wrong on the tutorial. I didn't realize that you had to put the ships on the pads in the corners to advance the tutorial. Some tutorial text would solve that, but you probably already have that figured. I'm sorry, I hope you didn't waste a bunch of time trying to figure out where it went wrong!
Do you know how I could manage a change-ship button while keeping the WASD/arrow keys and mouse? I don't want to add too many buttons to the player's control scheme; ideally they'll have the keys in one hand and the mouse in the other - but I'm open to suggestions! Maybe something like using the mouse to drag the ships around? I'd like to hear some ideas. Control is paramount to the player's experience and I don't want the player to be fighting to enjoy the game.
For switching ships, there's a few buttons you could try: space, left shift, a button that shooters tend to use, like E, R, or F, or the scroll wheel. Personally, I'd say space would work the best, but you might want to try it out and see how you feel. As to using the mouse to drag the ships around, I'd keep the left and right hand doing just one thing (movement on left, painting on right). That being said, I don't think there's anything wrong with trying something like that out, in fact, a one-handed mode would be a great accessibility feature. More options never hurt anyone!
Perhaps it would be more intuitive if there were a red enemy on the title screen as well.
Just a thought: color the bar on the title screen that same red. Might not work, but either way, tutorial text could easily cover it as well.
I tried to mitigate ship idling in the main level - with the rotating circle of red enemies, and several hidden items that need to be flown over and picked up - but if that's the player's style then I'd feel churlish trying to force them to play the 'right' way I want them to. Like square pegs and round holes. Perhaps the game needs some more hidden items and red obstacles like walls, spikes and firebars [Super Mario Bros] so the game has a touch of R-Type/Gradius to it.
I really respect your approach here. Players take for granted when games offer more open ended game play, it's great when you don't have to fight the game in order to play it. Still, don't feel too bad using game play to encourage a more active play-style. Combo systems are always a great way to do this in shumps, and you could always do it in a literal way, where you just chain hits, or something more like Gradius, where you get a power up for killing a fleet of enemies. Find one you think suits the game or try to make something unique to Ghost Police.
The final game is going to have a story spread over three consecutive modes. The protagonists are private investigators (one alive, one recently blown up) who want to stop the mafia bringing their boss back from the dead. The boss wants control of all the world, even if he has to turn it all into ghostspace to do so, and that's part of his henchmens' motivation - bring him back to life to stop him, or find a way to expunge him beyond ghostspace. Then they find out that some ghosts can possess people permanently to re-enter earthspace and things go pear-shaped. Though this is all talk for the time being -- what I'd like to do is produce the levels first, and worry about the cutscenes/dialogue later on. A score-attack mode would remove those elements so you wouldn't have to sit through it if you wanted to marathon the game.
It sounds intriguing, can't wait to experience it! It's always great to incorporate game mechanics into a story if you can. You've got the right idea to put game play and level creation first. That kind of attitude always makes a great shmup!
The songs were produced by Wally Chantek who recently did a fantastic Famicom arrangement album for Gradius 3 - you should really listen to his work! I've also been in talks with several chiptune musicians in the hopes of paying them to produce original music for the game. For that purpose, I'd like to set up a Kickstarter or Indiegogo campaign later on in the year.
Ahh! That's why it sounded familiar! I'm a fan of Gradius, but I haven't played it in awhile, so it was driving me nuts that I couldn't remember where I'd heard it before! I'm listening to the Gradius III album as I'm typing, it's great! And let me know when your crowdfunding campaign goes live, I'll be more than happy to contribute and help spread the word!
StevenM
Posts: 16
Joined: Wed Aug 04, 2010 9:31 pm

Re: Ghost Police - negative-space shooter

Post by StevenM »

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I'm proud to announce that we're launching a Kickstarter page for Ghost Police! The crowdfunding campaign launches on October 3rd. Until then you're free to test the demo build and browse through materials from the game!

I'll be posting further updates on Tumblr and Twitter if you're interested to know more.
StevenM
Posts: 16
Joined: Wed Aug 04, 2010 9:31 pm

Re: Ghost Police - negative-space shooter

Post by StevenM »

We're live on Kickstarter, and I'm proud to announce that the campaign isn't for the game's development but to fund the soundtrack. The musician I'm looking to hire composed the soundtrack for Contra 4 and Shovel Knight, and contributed to the KETSUI Arrange album and the DO-DON-PACHI DAI-FUKKATSU BLACK LABEL Arrange Mode Album, as well as the Bullet Soul Infinite Burst Arrange sound track!

Please support the campaign to fund Jake "virt" Kaufman!

KICKSTARTER PAGE

The trailer for the campaign can be viewed natively on the Kickstarter page, or on YouTube:
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DEMO BUILD (Windows)
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BulletMagnet
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Re: Ghost Police - negative-space shooter

Post by BulletMagnet »

Siliconera mentioned this, but it looks like they goofed up the demo link.
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