
My name is Alex Arantes, and I'm from São Paulo, Brazil

I've always been in love with SHMUPs, ever since I first put my grubby little fingers in a copy of GRADIUS back in the 90s (stuff took their time to get to my country back then, hahah), and I spent the better part of my life learning and doing research on gamedev, until this point in time, when I finally felt myself mature enough to develop a game, and of course it needed to be a SHMUP

So, I founded Starlight Game Studio and started creation of this nifty little thing, REDSHIFT!

Oh, and there's also a trailer! https://www.youtube.com/watch?v=cyKV3VAUGYY
(Sorry about the interface on the shots not being english, I'm in the process of implementing multilanguage - Launch version will have Portuguese, English, Spanish, French and German languages

The idea behind the game is very simple - You are a vessel roaming around in the PRISM - A pocket universe of lights and colors that exists somewhere outside of spacetime. It feeds on ANOMALIES - objects and life forms pulled in from all universes in existence, and you're the fresh new arrival. Through unkown circumstances, you became a WHITE ANOMALY - one that has all the colors inside you, and therefore is attuned with all colors of the Prism - having the power to absorb energy from other, less fortunate anomalies, and unleash that energy to attack them. And this newfound power may be exactly the means to your escape...

Onto game mechanics, it's very arcade-like, very simple. You kill anomalies, they release energy that you absorb and obtain/level up your color energy. Each color has it's own set of unique attacks and abilities, which you unlock on every level up, but every set number of TOTAL energy levels (the sum of all color energy levels you possess), you'll face a boss.
Now for the real twist - The entire Prism is procedurally-generated. The anomalies' shape (which determine their attack patterns), the enemy waves size and movement pattern, everything is generated in a semi-random manner (I say semi because they still follow a degree of parametrization as to have a steady difficulty curve throughout the game). Even the BOSSES are generated procedurally, with their shape and attack patterns being different every time you play

[img]http://media.indiedb.com/cache/images/g ... es.png[img]
Now, I'm making this game to be a true addition to the genre, and as such I've been searching a lot to find my peers (people who love to pew pew stuff on a screen as much as I do

So, what do you guys think of what you've seen so far? Have any suggestion, questions, want to call me a heretic? =P
I'll be checking back rather frequently, and rest assured that your voice will be heard

Let's make REDSHIFT the best SHMUP to be released in the near future

Oh yeah, also, here's the social media shanennigans, if you guys wanna show support

Starlight Game Studio Website/portal
Starlight Game Studio Youtube Channel
Facebook REDSHIFT fanpage
IndieDB Page