[DEMO] XYDONIA / ザイドニア [Kickstarter LIVE]

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hearto
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Re: [WIP] XYDONIA / ザイドニア [Thunderclap][Kickstarter on 06/2

Post by hearto »

Oh guys, you are developing a similar game like our one!
With the same mindset, make a game like the ones which Big Japanese Companies doesn't make anymore and we loved.
Looking forward for you project, I hope on the future we could have more games on this genre, specifically non Bullet Hell Horizontal Ones.
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Re: [WIP] XYDONIA / ザイドニア [Thunderclap][Kickstarter on 06/2

Post by Kaiser »

http://steamcommunity.com/sharedfiles/f ... =693432023

Xydonia's greenlight page is up, go vote for it :)
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Re: [WIP] XYDONIA / ザイドニア [Thunderclap][Kickstarter on 06/2

Post by Shingo »

emphatic wrote:Looks great! Good job, team.
Cheers!
hearto wrote:Oh guys, you are developing a similar game like our one!
With the same mindset, make a game like the ones which Big Japanese Companies doesn't make anymore and we loved.
Looking forward for you project, I hope on the future we could have more games on this genre, specifically non Bullet Hell Horizontal Ones.
Yeah, vertical/danmakus are always welcome, but horis need some more love too, and we have plenty to give! :D
Kaiser wrote:http://steamcommunity.com/sharedfiles/f ... =693432023

Xydonia's greenlight page is up, go vote for it :)
Thanks mate! I was about to update the thread with our announcement. :)

Just to make this a little more noticeable..

Image

Yep, that's right! XYDONIA is live on Steam Greenlight! CLICK HERE to shoot us an upvote!

Thanks!
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Re: [WIP] XYDONIA / ザイドニア [Greenlight/TC][Kickstarter on 06

Post by Stevens »

Voted.
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Re: [WIP] XYDONIA / ザイドニア [Greenlight/TC][Kickstarter LIVE]

Post by Chacranajxy »

Kickstarter is live.

I think this looks really good. I'll kick a few bucks towards it. Probably in for the $100 tier.
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Re: [WIP] XYDONIA / ザイドニア [Greenlight/TC][Kickstarter LIVE]

Post by Shingo »

XYDONIA is finally live on Kickstarter! CLICK HERE to support us! Thanks!


We managed to join forces with legendary shmup composers SHINJI HOSOE (Dragon Spirit, Under Defeat, Ibara, etc) and KEISHI YONAO (Star Trader 68K, Mad Stalker, Strania, etc), plus AYAKO SASO and YOUSUKE YASUI if we reach the proper stretch goal!

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Re: [WIP] XYDONIA / ザイドニア [Greenlight/TC][Kickstarter LIVE]

Post by Chacranajxy »

Might be worth posting this in the main forum -- I dunno how many people actively go into the development section.
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Re: [WIP] XYDONIA / ザイドニア [Greenlight/TC][Kickstarter LIVE]

Post by rtw »

Chacranajxy wrote:Might be worth posting this in the main forum -- I dunno how many people actively go into the development section.
Done :D

http://shmups.system11.org/viewtopic.php?f=1&t=57678
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Re: [WIP] XYDONIA / ザイドニア [Greenlight/TC][Kickstarter LIVE]

Post by Shingo »

rtw wrote:
Chacranajxy wrote:Might be worth posting this in the main forum -- I dunno how many people actively go into the development section.
Done :D

http://shmups.system11.org/viewtopic.php?f=1&t=57678
Oh, thanks mate!

I didn't think it would've been nice to self-promote on the main forums. :D
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Re: [WIP] XYDONIA / ザイドニア [Kickstarter LIVE]

Post by Shingo »

We just published a mockup of the physical copy (design not final).

CLICK HERE to read the update!

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Re: [WIP] XYDONIA / ザイドニア [Kickstarter LIVE]

Post by Faenrir »

Well you guys already know i think your game rocks ! Hope you guys can make it on Kickstarter (the initial goal is approaching !!).
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Re: [WIP] XYDONIA / ザイドニア [Kickstarter LIVE]

Post by Shingo »

Faenrir wrote:Well you guys already know i think your game rocks ! Hope you guys can make it on Kickstarter (the initial goal is approaching !!).
Thanks, we really hope we can, it would help us finish the game without any compromises. :)

Anyway, the Alpha Demo V2 is finally out!

Get it on Game Jolt or itch.io

Here's our related update on Kickstarter.

If you guys would try it and give us feedback like you did with the old one it would be hugely appreciated, I believe we made some noticeable progress during the past months.

Let me know what you think!
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Re: [DEMO] XYDONIA / ザイドニア [Kickstarter LIVE]

Post by Ebbo »

Looking as good as ever. Some thoughts on the gameplay:

- The weapons' default power levels feel a bit too underpowered. Unless you're able to quickly recover a power up, taking out anything bigger than a regular popcorn enemy becomes quite a hassle. I also think some of the weapons' power up curve is lopsided: at their default level all weapons simply fire forward and don't gain their characteristics until powering up thus making only the regular rapid fire weapon useful until powering up the other weapons. Overall I wish the weapons were designed with more distinct roles in mind to give player a better incentive to switch them around all the time.

- The burst attack is a cool addition but I don't like the way the burst gauge resets during death, especially considering the burst finish bonus at the end of stage which you can't get if the boss kills you during the fight. This feels doubly punishing since the game already has no miss bonus anyway. In my opinion burst could work much better as a some sort of comeback mechanic. In other words player should gain burst if they die. Maybe player could unleash a weaker version of the burst with just a small amount of energy, so that they could possibly compensate dying during boss with a well timed burst finish.

- Bosses are clearly WIP but the stage 00 boss feels overall somewhat lackluster both in concept and design. I've got nothing but love towards maniacally cackling skulls, it's just that I'd expect more spectacle and oomph from the first stage's big baddie.

Keep up the good fight and good luck with your KS campaign!
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Re: [DEMO] XYDONIA / ザイドニア [Kickstarter LIVE]

Post by Shingo »

Ebbo wrote:Looking as good as ever. Some thoughts on the gameplay:

- The weapons' default power levels feel a bit too underpowered. Unless you're able to quickly recover a power up, taking out anything bigger than a regular popcorn enemy becomes quite a hassle. I also think some of the weapons' power up curve is lopsided: at their default level all weapons simply fire forward and don't gain their characteristics until powering up thus making only the regular rapid fire weapon useful until powering up the other weapons. Overall I wish the weapons were designed with more distinct roles in mind to give player a better incentive to switch them around all the time.

- The burst attack is a cool addition but I don't like the way the burst gauge resets during death, especially considering the burst finish bonus at the end of stage which you can't get if the boss kills you during the fight. This feels doubly punishing since the game already has no miss bonus anyway. In my opinion burst could work much better as a some sort of comeback mechanic. In other words player should gain burst if they die. Maybe player could unleash a weaker version of the burst with just a small amount of energy, so that they could possibly compensate dying during boss with a well timed burst finish.

- Bosses are clearly WIP but the stage 00 boss feels overall somewhat lackluster both in concept and design. I've got nothing but love towards maniacally cackling skulls, it's just that I'd expect more spectacle and oomph from the first stage's big baddie.

Keep up the good fight and good luck with your KS campaign!
Thanks for sharing your thoughts in detail, I'll try to directly answer to each one of them. :)

-I agree with you on that, thing is that when you're developing a game you play it so much that you naturally encounter some situations (like having weapons at level 1) less frequently. That doesn't mean it's an excuse of course, I'm just trying to pinpoint the reason for that lack of balance. Weapons (and options) will be a big aspect of our game, so we'll be constantly tweaking them. I also feel that the game is heavily based on power-ups right now, especially with the type A weapon. When switching to B or C things get less hard to take down, but yeah, we should give them a clearer purpose with less reliance on power-ups.

-Respawning with a full burst could be a nice way to counterbalance the punishment of losing power-ups, making it usable even when the bar's not full, with less firepower, is another solution we considered. The Burst was repurposed from being a smart bomb-like attack to a more scoring-inclined mechanic, so we're still trying to find that sweet spot. :)

-Stage 00 boss is clearly less interesting than the other, but its original design included hands, "bites" and an overall less bland approach. I hope we'll be able to unleash its true form soon. :D
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Re: [DEMO] XYDONIA / ザイドニア [Kickstarter LIVE]

Post by jujukun »

Just tried the Alpha demo, games sounds and looks awesome, looks like a Neo Geo game!
I had to play with the keyboard though as my Saturn gamepad coupled with the USB Mayflash adapter is not recognized. I played with the Controls menu to try to configure the gamepad but nothing happens. I had to reset the game to get back to the main menu. I'm not worrying about this as I'm sure that this will be fixed in the next build ;)

Keep up the good work!
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Re: [DEMO] XYDONIA / ザイドニア [Kickstarter LIVE]

Post by seraph »

I've already commented on this in Shmups Chat but I'll make a few more comments here. I actually like the score system so far. I don't think it's too punishing or anything. It's pretty common in classic shooters that mistakes - especially deaths - are punished, separating the good players from the not so good ones. The best runs should be ones with no deaths. I like games where you have to work for rewards, like in this case the burst meter, the no miss bonus, and so on. I enjoy games with high difficulty and a high degree of risk/reward, which is why I enjoy classic shooters. That said, I do hope the player is able to survive after a death, given they have enough skill to power back up.
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Re: [DEMO] XYDONIA / ザイドニア [Kickstarter LIVE]

Post by Shingo »

jujukun wrote:Just tried the Alpha demo, games sounds and looks awesome, looks like a Neo Geo game!
I had to play with the keyboard though as my Saturn gamepad coupled with the USB Mayflash adapter is not recognized. I played with the Controls menu to try to configure the gamepad but nothing happens. I had to reset the game to get back to the main menu. I'm not worrying about this as I'm sure that this will be fixed in the next build ;)

Keep up the good work!
Cheers!

As we stated in the readme, only Xinput controllers (Xbox 360/One) are natively supported atm, that's why your Saturn pad doesn't work.

There's a little workaround anyway: you can download joy2key and assign keyboard inputs to your controller, that should be enough.

I can confirm that we'll work on implementing both non-Xinput devices support and rebindable keys in future builds. :)
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Re: [DEMO] XYDONIA / ザイドニア [Kickstarter LIVE]

Post by Shingo »

seraph wrote:I've already commented on this in Shmups Chat but I'll make a few more comments here. I actually like the score system so far. I don't think it's too punishing or anything. It's pretty common in classic shooters that mistakes - especially deaths - are punished, separating the good players from the not so good ones. The best runs should be ones with no deaths. I like games where you have to work for rewards, like in this case the burst meter, the no miss bonus, and so on. I enjoy games with high difficulty and a high degree of risk/reward, which is why I enjoy classic shooters. That said, I do hope the player is able to survive after a death, given they have enough skill to power back up.
Yeah, we're designing the score system around a high degree of risk/reward, so it's great to see it understood and appreciated.

One thing I'd like to improve for sure is in fact the "post-death" recovery, which at the moment may be a bit too punishing according to various players. However, our inside testing exposed how switching weapons at level 1 instead of keeping "type A" always on (like many people seem to do) helps a lot on that matter. Another thing to consider is that power-ups are lost only for the equipped weapon when dying, so with a bit of strategy you could always keep a fully powered armament on you.
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Re: [DEMO] XYDONIA / ザイドニア [Kickstarter LIVE]

Post by Shingo »

A couple of updates from XYDONIA's Kickstarter campaign.

We found a XYDONIA promotional poster from the '90s!

Image

I guess there's no need to point out the reference. :D

We also got a cool video message from SHINJI HOSOE himself, which will work on the soundtrack alongside KEISHI YONAO if we hit our goal on Kickstarter. (Just a reminder)

Click HERE to watch it!

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Re: [DEMO] XYDONIA / ザイドニア [Kickstarter LIVE]

Post by Shingo »

XYDONIA X STARR MAZER CROSSOVER!

If you dig the shmup/point and click adventure game hybrid Starr Mazer, you may be interested in this.

Image

We're happy to announce that Brick M. Stonewood, Starr Mazer's protagonist, will be part of XYDONIA's playable character roster along with his ship, the Starr Wolf!

He'll get his own custom gameplay mechanics, option system, story and ending, like any other character in the game!

Image

This also means that Starr Mazer will get some funky XYDONIA stuff going on! Stay tuned for more info!

Update on Kickstarter: http://kck.st/2a740L9
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Re: [DEMO] XYDONIA / ザイドニア [Kickstarter LIVE]

Post by Shingo »

We just reached our funding goal on Kickstarter!

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Only 4 days to go on the campaign, there's still time to hit some stretch goals!

Those include Mac/Linux port, Ayako Saso and Yousuke Yasui as guest composers, Arrange Mode , PS4/Xbox One/Vita/3DS ports and more!

HERE's our update on Kickstarter.
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Re: [DEMO] XYDONIA / ザイドニア [Kickstarter LIVE]

Post by Stevens »

Oh yeah.

Congrats guys!
You're sure to be in a fine haze about now, but don't think too hard about all of this. Just go out and kill a few beasts. It's for your own good. You know, it's just what hunters do! You'll get used to it.
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Re: [DEMO] XYDONIA / ザイドニア [Kickstarter LIVE]

Post by fafangus »

Congratulazione
Ho appena visto questo ^^
Dai che mi ricordi un po da Blazing Star & R-type
Come si puo ottenere questo, e anche su quella piattaforma ?
Ho letto in diagonale il kickstarter :oops:
Mi riccordo le partite giocate dal bar del mio nono, vicino a Rieti hehe
Grazie mille
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Re: [DEMO] XYDONIA / ザイドニア [Kickstarter LIVE]

Post by Shingo »

Stevens wrote:Oh yeah.

Congrats guys!
fafangus wrote:Congratulazione
Ho appena visto questo ^^
Dai che mi ricordi un po da Blazing Star & R-type
Come si puo ottenere questo, e anche su quella piattaforma ?
Ho letto in diagonale il kickstarter :oops:
Mi riccordo le partite giocate dal bar del mio nono, vicino a Rieti hehe
Grazie mille
Thanks guys!

And nice Italian there fafangus, I'm glad the game brought some good memories to your mind. :D

We just reached the final 48 hours of the campaign, let's hope we can hit some stretch goals before it ends! (Ayako Saso & Yousuke Yasui as guest composers, Arrange Mode, PS4/Xbox One/Vita/3DS ports and more)

Click HERE to check out our Kickstarter page.

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Re: [DEMO] XYDONIA / ザイドニア [Kickstarter LIVE]

Post by Shingo »

New gameplay update with a couple of hours left on XYDONIA's Kickstarter campaign.

This time we're showing a sneak peek at Ruka's scrapyard, where you'll be able to spend scrap, the game's currency you get by defeating bosses and reaching an ending.

Image

By spending scrap you'll unlock new weapons and ship modifications (think of selecting characters with different buttons in Raizing games), but everything will be balanced to be score-friendly, so no overpowered stuff, we just want to encourage different gameplay approaches.

Click HERE to read the full update on Kickstarter.
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Re: [DEMO] XYDONIA / ザイドニア [Kickstarter LIVE]

Post by Shingo »

Big news, XYDONIA was successfully funded on Kickstarter!

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A HUGE thank you to anyone who supported us and will continue doing so while we work hard on making this the best shmup we can!

Click HERE to read the full update on Kickstarter.
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Re: [DEMO] XYDONIA / ザイドニア [Kickstarter LIVE]

Post by seraph »

I'm keeping my eye on this one. It's real sexy. Congrats on the funding!
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Re: [DEMO] XYDONIA / ザイドニア [Kickstarter LIVE]

Post by Shingo »

seraph wrote:I'm keeping my eye on this one. It's real sexy. Congrats on the funding!
Sorry I missed your message mate! Thanks! :)

I'm gonna drop some more GIFs showing our progress:

Here's an example of alternate versions of the same stage, which will be accessible by meeting different gameplay conditions.

Image

As we showed on our KS page, the game will feature a Star Map that will help you locate these secret routes and stages. This will be available at the end of each playthrough and in the stage select mode, to avoid breaking game flow.

Image

However every stage will play differently from the others, Stage 1C for example will put you against a kaiju-inspired (WIP) boss that will attack you and alter your surroundings before the actual encounter. :)

Image

Stay tuned for more and feel free to follow our social links for quicker updates!
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Re: [DEMO] XYDONIA / ザイドニア [Kickstarter LIVE]

Post by Kaleb Parham »

How in the world were you guys able to get Shinji to do the music for this? I can't even get an email back from the media lol.
Me and a friend are going to make a beat-em-up, and we would lose our minds if Yuzo did the music for the game.

But seriously, I've been following this since the first announcement. Kudos to you guys. Much respect.
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Re: [DEMO] XYDONIA / ザイドニア [Kickstarter LIVE]

Post by Kaleb Parham »

Image

Also, what consoles will this be on other then PC?
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