edit : oh I see...thanks !

Thank you. The problem is going to be realising when to just leave the game alone - I still think I can make the game far better, but there is a cost for players in constantly tinkering with the game, and there's the risk of getting rid of things people actually like in the course of refining it (I mean, some people probably greatly enjoy being able to do a ton of damage with certain device combos!).marus wrote:Also thank you for writing that blog post. I realize that must have been difficult to write, but as someone who was looking forward to replay support I really appreciate you opening up. For the record I do really like this game, and it's currently my favorite shmup on Steam (aside from maybe Jamestown but that's more for the co-op experience). There's small things here and there that I don't like but I think it strikes a good balance between being approachable for newer players while also having interesting stage patterns and varied shot types for anyone who wants to route for score. The scoring system isn't as deep or challenging as most of the well-liked arcade shmups, and I think we would see scores level out if more of the top players were to take it seriously, but it's also a lot more intuitive than most bullet-hell games. All of that is to say I think you've earned any success you get from this game, and I'm looking forward to Stellar Circle's future works.
As of v1.1, the shot type affects your ship speed. Different missions have different ship "loadouts", so the speed varies.Keade wrote:Sorry if this has been asked before...I'm confused: why is the ship so much faster in missions than in "arcade" ?
Thanks for the heads up! I'll get this fixed ASAP, in the meanwhile you can fix this by turning off Scoring Info.WarpZone wrote:In 1.11, the game crashes in the tutorial when I press a fire or bomb button:
http://i.imgur.com/gglRzn0.png
Thanks for that!Danbo wrote: Web view on the leaderboards for convenience: http://leaderboards.bluerevolvergame.com/
Well, I hear rogue-lites have been kinda popular lately. =PDanbo wrote: nobody wants a STG that's constantly changing under them
Is that Val's Mom, or something?Winane wrote:Who is Val's stage 1/2/3 boss? I don't recognize the portrait from any of the other character art I've seen. ???
From the latest steam surveyWinane wrote:For what it's worth, getting replays working on Linux would be this customer's #1 priority at this point.
It's pretty long and repetitive, using only a handful of enemy patterns and combinations which is slightly modified from what you already dealt with in stage 4. That entire stage felt pretty bare bones in comparison to the rest and usually accounts for half of your total score. I'd suspect it's been remade into a new stage entirely, possibly along with new patterns for each boss.marus wrote:Awesome news! I'm definitely interested in playtesting if you'll have me.
Out of curiosity, can you elaborate what you're planning on the "overhauled last stage"? The last stage is already pretty long, so if you're thinking of adding to it I feel like it would be better to just create an all new stage (although I realize that would require a ton more work, so maybe that's not feasible).
Overhaul generally means revision and refinement not extension so i'd assume it's more to do with the contents and pace/scoring of the stage.marus wrote:Awesome news! I'm definitely interested in playtesting if you'll have me.
Out of curiosity, can you elaborate what you're planning on the "overhauled last stage"? The last stage is already pretty long, so if you're thinking of adding to it I feel like it would be better to just create an all new stage (although I realize that would require a ton more work, so maybe that's not feasible).
Squire Grooktook wrote:*Yagawa smiles with the teeth of a shark*Captain wrote:The future of shmups is the past.
*cue Heavy Day*
Wait, it used to be 6 seconds? wtf?Danbo wrote:Bombs now grant a 3s period of invulnerability (was 6s)