
Here's the first YouTube trailer. A single-level beta demo (level 3 of 5) was uploaded to itch.io last September. The final product is due mid-year.
Strikers1945guy wrote:"Do we....eat chicken balls?!"
Indeed it's really exhausting! Even for me testing it for a long time makes me want to back off and catch my breath a little. I'm planning to have an end-level screen where you'll have to press a button before moving on to the next level, that's where you'll be taking your 10 seconds breaks ( If you you needed to) before moving on.Shepardus wrote: It looks cool, though I'm not sure my eyes could handle five stages' worth of those flashing colors.
I admit the demo wasn't explaining anything at all. And I regret having made it available to the public like so. Thankfully the final version will have a short tutorial levels that almost plays itself, explaining the scoring system and the shooting mechanics.Shepardus wrote: The colored circles I was confused about actually just represent the time bonus you'll get by killing the enemy. Kill enemies quickly to receive more points, pretty simple system.
I dislike it as well. I'm thinking of another way to prevent players from shooting non-stop without the overheating penalty; I'll probably remove the overheating mechanic altogether and have shooting reduce the movement speed by half, all while increasing the default movement speed because a lot of feedback pointed that it's super sluggish to control the aircraft ( despite personally not feeling like so)Shepardus wrote: There's an overheat mechanic where if you hold down the fire button for too long it becomes ineffective for a few seconds. I personally don't like it - it successfully prevents players from shooting non-stop, as noted in the development log, but I don't feel like that makes the game more satisfying or fun. I also don't like the slow movement speed - I'd rather have more stuff to dodge but also more mobility to do so.
This is something I'm working on in every polish iteration. It's quite hard to fix because adjusting how frequent enemies spawn means I'll need to rework some of the world's visuals and other aspects that depend on how long the level takes to finish. Thankfully I've managed to fix the pacing of the 1st level. The 2nd, 3rd, and 4th levels still have horrible pacing imo and they're waiting for a partial/complete rework of enemy-waves distribution ( that ultimately reflects on the overall pacing of the level)Shepardus wrote: There's also a lot of waiting if you kill stuff quickly - could be remedied with bonus waves or faster progression through the waves à la Dangun Feveron or Thunder Dragon 2.
The game could use a faster pace overall - it's not that it's easy, but the gameplay's tameness feels at odds with the wild visuals and sound effects, especially if this is supposed to be the third stage.
If you ignore the graphical effects it's actually a very methodical game revolving around pre-positioning and careful shot usage for optimal play, which isn't a bad thing but not what I was expecting based on the trailer and all the GIFs. Some enemies even require you to stop moving so they can lock on to you and dash at you, at which point they become vulnerable to your fire. This combined with the enemies that harm you if you destroy them makes for some interesting positioning gameplay that you don't see in many shmups but its rhythm feels slower than the background suggests, especially with your own sluggish movement speed.
There will be an options menu to control all that stuff in the final version.Shepardus wrote: F1, F2, F3, etc. adjust resolution, though you have to restart the game for it to adjust properly. Alt+Enter fullscreens but the game gets cut off on my display.
I understand where you're coming from. I personally find it very appealing that's why I'm going insane with all the game-juice.Xyga wrote: BUT there's that - heavy - screen shake and ripple effect abuse, like in 99% of western indie games, wherever there's something hitting, exploding, breaking, and I fucking loathe that.
It repeatedly, completely breaks my focus for a split moment and that's unacceptable in a shmup, okay during the death sequence of a large enemy or a boss maybe, but definitely not in the middle of my fucking game for every little thing I kill.
It doesn't sound dumb. Stick with that feeling. Your game is not like other shmups in which it only needs a few small tweaks to be like others. This is so clearly way, way out there that you just should stick to your design sense and push as far out there as possible (because nobody else is). Not every game is for every player. I could never make this game, but I think it looks and sounds amazing.Sonoshee wrote:I understand where you're coming from. I personally find it very appealing that's why I'm going insane with all the game-juice.
I like to think, despite how stupid this might sound, that all the glitching/shaking is a gameplay strain that the player needs to overcome, and they will upon playing over and over, because that kind of intimidating game-juice only looks weird the first time you see it, afterwards you just get used to it.
I really can't adapt to that, especially if it's this strong and frequent in a game.Sonoshee wrote:I understand where you're coming from. I personally find it very appealing that's why I'm going insane with all the game-juice.
I like to think, despite how stupid this might sound, that all the glitching/shaking is a gameplay strain that the player needs to overcome, and they will upon playing over and over, because that kind of intimidating game-juice only looks weird the first time you see it, afterwards you just get used to it.
Strikers1945guy wrote:"Do we....eat chicken balls?!"
Glad you joined. I'd considered starting a discussion on the game's Steam Greenlight page, but I think this forum is much more effective. I have a few responses and suggestions for you to consider. I think everything is clear without quotes.Sonoshee wrote:Hello everyone. I'm the developer of this game, I apologize in advance for only creating this account to reply to this thread. I was notified from Google Alerts and I'd love to answer some points and hopefully get some more input.
By all means please don't see my comments as coming from whatever hardcore shmups culture or anything like that (I've been playing shmups regularly for over three decades but never fell into the 'hardcore pit', not interested)Sonoshee wrote:I admit at this point Rym 9000 is very much deviating from the classic Shmup genre. It was never meant to be a conservative shmup to begin with, and I wasn't planning to satisfy hardcore shmup fans with this game either. I was mainly influenced by Daisuke Amaya's Cave Story and Guxt, so I set out to make a shmup in that fashion with my own touch. And I haven't played many shmups in the past either, only a few that managed to strike an urge in me to make my own.
I'm very much aware of how tough it is to focus in this game. I could make a toggle in the options menu to disable those effects, but that would sacrifice some of the game's own identity. And I'm not ready to compromise style over pleasing the widest possible audience, sadly.
Thank you for all the heads-ups though!
Strikers1945guy wrote:"Do we....eat chicken balls?!"
Agreed. This looks cool, interested to see where it ends up.kid aphex wrote:In any genre there's room for outliers.
...and I'm definitely not one for democratic game design.
This is an amazingly well-made thing, at last from a visuals perspective.
Keep following your vision.
I 100% agree with this as much as I personally don't care for it, it would be worse to focus group it and make something that isn't your own. Though you said you didn't play a lot of shooting games, I think you should go back and really become familiar with the genre and what makes a game work before making your own.kid aphex wrote: ...and I'm definitely not one for democratic game design.
Keep following your vision.
Vludi wrote:You could use Metal Black, Xexex as reference, they have crazy visuals but never interfering in the way of gameplay.
Aeon Zenith - My STG.RegalSin wrote:Japan an almost perfect society always threatened by outsiders....................
Instead I am stuck in the America's where women rule with an iron crotch, and a man could get arrested for sitting behind a computer too long.
Thank God for that.Squire Grooktook wrote:but its surreal aesthetics are peerless.
I think it would be cool to have the game on arcade cabinets too. Definitely something I'll be looking into in the future (an "arcade cabinet" mode, that is)PC Engine Fan X! wrote:Bought the Rym 9000 demo through the itch.io site (even comes with a Steam key also) and have to say that the low-res visuals and rocking soundtrack to match the trippy visuals is ace in my book. I think it'd be cool to try out Rym 9000 on a Japanese candy cab setup and see how it plays/fares -- definitely a slick and cool indie STG game.
I'm afraid that won't be possible as the levels (mostly the backgrounds) are made with a 150x200 resolution in mind. I could add some HUD to the extra sides though if I were to go with 320x240.PC Engine Fan X! wrote:Is it possible to have a 640 x 480 or even a 320 x 240 resolution mode as well?
And give passersby seizures?MommysBestGames wrote:Hope there's a good attract mode to just let it run in the background at clubs.
I'm always impressed by the brilliance of Score Rush which made screen shaking a gameplay mechanic (anytime you trigger one via enemy kills you are invulnerable during the shaking, shake time depends on enemy type/size).Squire Grooktook wrote:I am interested in this. Screenshake and stuff like that is nice for adding a sense of viscerality and hype to blows, but it's something that needs to be finely balanced.
The itch.io-edition is out, too, even made the front page.MommysBestGames wrote:Looks like it's out on Steam.