CYGNI: AGB | Steam, PS5 and Xbox Series 2023
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Re: CYGNI: AGB | Steam, PS5 and Xbox Series 2023
The demo is pretty intriguing. Due to the insane ship speed it's kind of unplayable right now, but here are a few thoughts from several attempts:
1) Graphics are super gorgeous. The bullets are similar in color to enemy zakos, so it's not always clear what's what. The shadows look really amazing. It's sort of cool that the darkness can conceal enemies! There is a TON of potential in this advanced visual style.
2)The ground element is neat. There are some nice touches, like being able to damage the midboss way early (managed to knock him down to 95%). Again it's hard to tell with the controls in such a state but I like it so far. I wish homing was permanently enabled
3) It's very difficult to remember to shift energy to shields under fire. Not thrilled to be counting hits all the time at the moment, but it could become fun. Also, some hits don't seem to knock off a shield pip, maybe? Overall it's hard to understand the condition of my ship. There's a slow burn Gradius effect at work, where taking damage gradually forces you to drain from weapons to support shields, thereby extending fights. Might end up dramatic and interesting, or potentially a drag on pacing, hard to say at the moment.
4) Hitbox appears to be the entire body of the ship. It feels very large to me
5) Bullet patterns spawn very fast and dense sometimes. It's like Fire Shark hell world sometimes, but with less space to misdirect aimed shots. Will be easier to evaluate when movement is fixed.
6) Firing mode toggle and homing toggle fun ideas. Wish the firing modes (X button) had a bit more diversity and spread, or possibly I haven't been using them properly
One big takeaway is that because enemy visibility is so heavily obscured by bullets, shadows, and other enemies, I can hardly tell what's spawning and when it's going to shoot at me. Maybe the game is balanced to compensate for this, but in the classic bullet hell style, enemies generally give you a hint that they'll attack by a) not firing right away or b) firing slow bullets.
Also, I'm very bothered that you only get 1 life and have to restart the level every time. I hope very much that this a demo thing, because there's no way I'll play through a whole game like this. It's not checkpoints either, as far as I can tell - I died after beating the midboss and went all the way back. Barring the crazy move speed, this is the biggest barrier to entry for me.
Performance is pretty good! Running on a Radeon 580 and a decade-old i5 processor, settings on "HIGH" and it keeps at or just below 30fps. This is clearly not a "frame perfect play" kind of game so it feels fine.
Feel-wise, Cygni reminds me most of Astebreed, but there are shades of Dariusburst too, with the massive outpourings of zakos. It's also similar to Grand Cross, in terms of both the beam-ish 2nd stick control, and a generalized "what the holy fuck is going on rn" vibe. This is NOT like an arcade shmup at all, and I hope people give it a fair shake regardless. There's some super creative stuff going on but it's too hard to control, and too hard to know when I'm playing well vs failing. Lots of potential for fun here but it's pretty screwy right now
1) Graphics are super gorgeous. The bullets are similar in color to enemy zakos, so it's not always clear what's what. The shadows look really amazing. It's sort of cool that the darkness can conceal enemies! There is a TON of potential in this advanced visual style.
2)The ground element is neat. There are some nice touches, like being able to damage the midboss way early (managed to knock him down to 95%). Again it's hard to tell with the controls in such a state but I like it so far. I wish homing was permanently enabled
3) It's very difficult to remember to shift energy to shields under fire. Not thrilled to be counting hits all the time at the moment, but it could become fun. Also, some hits don't seem to knock off a shield pip, maybe? Overall it's hard to understand the condition of my ship. There's a slow burn Gradius effect at work, where taking damage gradually forces you to drain from weapons to support shields, thereby extending fights. Might end up dramatic and interesting, or potentially a drag on pacing, hard to say at the moment.
4) Hitbox appears to be the entire body of the ship. It feels very large to me
5) Bullet patterns spawn very fast and dense sometimes. It's like Fire Shark hell world sometimes, but with less space to misdirect aimed shots. Will be easier to evaluate when movement is fixed.
6) Firing mode toggle and homing toggle fun ideas. Wish the firing modes (X button) had a bit more diversity and spread, or possibly I haven't been using them properly
One big takeaway is that because enemy visibility is so heavily obscured by bullets, shadows, and other enemies, I can hardly tell what's spawning and when it's going to shoot at me. Maybe the game is balanced to compensate for this, but in the classic bullet hell style, enemies generally give you a hint that they'll attack by a) not firing right away or b) firing slow bullets.
Also, I'm very bothered that you only get 1 life and have to restart the level every time. I hope very much that this a demo thing, because there's no way I'll play through a whole game like this. It's not checkpoints either, as far as I can tell - I died after beating the midboss and went all the way back. Barring the crazy move speed, this is the biggest barrier to entry for me.
Performance is pretty good! Running on a Radeon 580 and a decade-old i5 processor, settings on "HIGH" and it keeps at or just below 30fps. This is clearly not a "frame perfect play" kind of game so it feels fine.
Feel-wise, Cygni reminds me most of Astebreed, but there are shades of Dariusburst too, with the massive outpourings of zakos. It's also similar to Grand Cross, in terms of both the beam-ish 2nd stick control, and a generalized "what the holy fuck is going on rn" vibe. This is NOT like an arcade shmup at all, and I hope people give it a fair shake regardless. There's some super creative stuff going on but it's too hard to control, and too hard to know when I'm playing well vs failing. Lots of potential for fun here but it's pretty screwy right now
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Re: CYGNI: AGB | Steam, PS5 and Xbox Series 2023
because: "Cinematic Shmup" my ass
yet another euroshmup full of design choices which failed long ago and a thousand times, ennobled by a publisher known for some ot the most iconic shmups out there...
a dev, coming up here, and can't stand getting honest rections? yeah... this will fail big time
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To Far Away Times
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Re: CYGNI: AGB | Steam, PS5 and Xbox Series 2023
AntiramDSR wrote: ↑Wed May 15, 2024 2:09 pmbecause: "Cinematic Shmup" my ass
yet another euroshmup full of design choices which failed long ago and a thousand times, ennobled by a publisher known for some ot the most iconic shmups out there...
a dev, coming up here, and can't stand getting honest rections? yeah... this will fail big time
![Image](https://media1.tenor.com/m/fm_6VT9WhgAAAAAC/its-true-but-he-shouldnt-say-it-marge-simpson.gif)
I do think this game will find it's audience, it just won't be one that knows what the hell a DoDonPachi is.
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Re: CYGNI: AGB | Steam, PS5 and Xbox Series 2023
and to be honest... i don't even know what made me so salty about this gameTo Far Away Times wrote: ↑Wed May 15, 2024 5:29 pmAntiramDSR wrote: ↑Wed May 15, 2024 2:09 pmbecause: "Cinematic Shmup" my ass
yet another euroshmup full of design choices which failed long ago and a thousand times, ennobled by a publisher known for some ot the most iconic shmups out there...
a dev, coming up here, and can't stand getting honest rections? yeah... this will fail big time
I do think this game will find it's audience, it just won't be one that knows what the hell a DoDonPachi is.
maybe the ongoing "nooo, believe us... it will be great with all our design choices. we know better"-attitude in threads like this.
sorry @ dev for the negative vibing... funny enough: going to buy it as soon as it's relased. hope it fixes some Nex Machine itches on my XBox.
Re: CYGNI: AGB | Steam, PS5 and Xbox Series 2023
Any word on a release date yet? PS Wish List still has that "Announced" placeholder; taunting me.
Current collection:
http://www.arcade-museum.com/members/me ... _id=429701
http://www.arcade-museum.com/members/me ... _id=429701
Re: CYGNI: AGB | Steam, PS5 and Xbox Series 2023
Eventually...yes, and maybe a part will lead right towards DoDonPachi °^° why not, sometimes works in this way.To Far Away Times wrote: ↑Wed May 15, 2024 5:29 pmAntiramDSR wrote: ↑Wed May 15, 2024 2:09 pmbecause: "Cinematic Shmup" my ass
yet another euroshmup full of design choices which failed long ago and a thousand times, ennobled by a publisher known for some ot the most iconic shmups out there...
a dev, coming up here, and can't stand getting honest rections? yeah... this will fail big time
I do think this game will find it's audience, it just won't be one that knows what the hell a DoDonPachi is.
Re: CYGNI: AGB | Steam, PS5 and Xbox Series 2023
No worries, all understandable, the internet can be a reactionary placeAntiramDSR wrote: ↑Wed May 15, 2024 2:09 pm
sorry @ dev for the negative vibing... funny enough: going to buy it as soon as it's relased. hope it fixes some Nex Machine itches on my XBox.![]()
![Smile :)](./images/smilies/icon_smile.gif)
For Shmups, like all games there are many camps, many impressions and expectations online, no one can ever please everyone. We do our best and work on the things we are passionate about, right or wrong. In the end it's up to players to enjoy it or not. But we do take their feedback into consideration as we did after the Demo was released, any self respecting dev should to that to one degree or another without comproimising the base product.
Whenever I have time I have tried to engage with the community here and in other places. I understand that more enthusiasts in this genre expect the next next-gen DonDonpachi to be out the door and that kind of backfires on us in a strange way when we are in the spotlight but that's internet.
I certainly do hope one day you guys will get the DonDonpachi you are looking for and if Cygni can help that in some strange butterfly effect sort of way then all the better for it.
Meanwhile Cygni details will be announced soon, We have mentioned on Discord why such delays happen, in short the game has been done for a while now the process of paperwork, marketing, printing, certifications, events and physical releases take much much longer than even we expected. So there is always that annoying waiting time and unexpected back and forth, something which is more harmful to us as a small team than anyone else, but there's little we can do but wait.
Thanks to everyone who tried the demo, in case you missed it, we took much of your feedback, There was also a video released on some of the improvements after the Demo that you can check out here:
https://www.youtube.com/watch?v=0rbOGsm ... =KeelWorks
Re: CYGNI: AGB | Steam, PS5 and Xbox Series 2023
Some would argue that the critiques here were about nuanced but materially significant failings in the details and about a lack of genre knowledge betrayed by those little mistakes.Nautilus wrote: ↑Fri May 17, 2024 12:20 am Whenever I have time I have tried to engage with the community here and in other places. I understand that more enthusiasts in this genre expect the next next-gen DonDonpachi to be out the door and that kind of backfires on us in a strange way when we are in the spotlight but that's internet.
I certainly do hope one day you guys will get the DonDonpachi you are looking for
But I’m convinced the fans just wanted their dang next-gen DonDonpachi.
There’s no pleasing these guys! But think: if there were no innovations, we’d all still be stuck with Space Intruders and Galactica!
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Re: CYGNI: AGB | Steam, PS5 and Xbox Series 2023
The game is launching on August 6, both in physical and digital formats, for the PC/Steam, Playstation 5, and Xbox Series.
Pre-orders are now open.
Here's a link to the Steam store page:
https://store.steampowered.com/app/1248 ... s_Blazing/
Pre-orders are now open.
Here's a link to the Steam store page:
https://store.steampowered.com/app/1248 ... s_Blazing/
Re: CYGNI: AGB | Steam, PS5 and Xbox Series 2023
hey, what the heck, this looks nothing like my next-gen Dondochipachi…
Spoiler
All jokes aside, hope the launch goes well. I do not think this will ultimately be a game for this community, but I do hope it finds its audience. Visuals are spectacular, the concept is neat, and clearly a colossal amount of work when into the game’s production - can’t take any of that away from it.
Here’s to hoping the game does well enough to warrant an All Balls Blazing pachinko spinoff ~
Here’s to hoping the game does well enough to warrant an All Balls Blazing pachinko spinoff ~
Re: CYGNI: AGB | Steam, PS5 and Xbox Series 2023
Thank you Jehujehu wrote: ↑Sat Jun 08, 2024 11:35 pm hey, what the heck, this looks nothing like my next-gen Dondochipachi…
Spoiler
All jokes aside, hope the launch goes well. I do not think this will ultimately be a game for this community, but I do hope it finds its audience. Visuals are spectacular, the concept is neat, and clearly a colossal amount of work when into the game’s production - can’t take any of that away from it.
Here’s to hoping the game does well enough to warrant an All Balls Blazing pachinko spinoff ~
![Smile :)](./images/smilies/icon_smile.gif)
There are many questions out there asked by Shmuppers and other devs (more related to why some things are done a certain way vs another, 2D vs 3D, game design and their respective challenges).
On a personal level I am happy to see a lot more support coming from the more enthusiast crowd for the game compared to where we were a year or two back.
Meanwhile to whoever is interested hope you will get to enjoy Cygni for what it is.
Edit: some more gameplay discussed here https://youtu.be/yY3NQmGDIXQ?si=tNbSpRJwRX-XYFSq
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Re: CYGNI: AGB | Steam, PS5 and Xbox Series 2023
Nautilus wrote: ↑Mon Jun 10, 2024 10:53 pmThank you Jehujehu wrote: ↑Sat Jun 08, 2024 11:35 pm hey, what the heck, this looks nothing like my next-gen Dondochipachi…
Spoiler
All jokes aside, hope the launch goes well. I do not think this will ultimately be a game for this community, but I do hope it finds its audience. Visuals are spectacular, the concept is neat, and clearly a colossal amount of work when into the game’s production - can’t take any of that away from it.
Here’s to hoping the game does well enough to warrant an All Balls Blazing pachinko spinoff ~, well said. Maybe one day we can talk about it all and discuss the pros and cons of a production of making Shmups like this, the nature of the industry, lessons learnt and so on.
There are many questions out there asked by Shmuppers and other devs (more related to why some things are done a certain way vs another, 2D vs 3D, game design and their respective challenges).
On a personal level I am happy to see a lot more support coming from the more enthusiast crowd for the game compared to where we were a year or two back.
Meanwhile to whoever is interested hope you will get to enjoy Cygni for what it is.
Edit: some more gameplay discussed here https://youtu.be/yY3NQmGDIXQ?si=tNbSpRJwRX-XYFSq
For Nautilus,
Is it possible to make your Cygni demo available again? And is there Steam Deck compatibility with Cygni as well?
Pre-ordered Cygni and can't wait for it's upcoming 8-06-2024 release date.
Yes, it'd be nice to hear you and your development team's insights into the pros and cons of 2D vs 3D design with Cygni. Please feel free to elaborate your thoughts & opinions on it.
Are there plans to release Cygni for the current major gaming consoles: Switch and PS4? The dev team whom did the Switch port of Pawarumi released it, initially, with a 30fps framerate cap and said that it took an entire year to get it run at a better & consistant 60fps framerate (it paid off in spades with that welcoming & eye-opening performance upgrade, indeed). It'd sure be nice if dev team, LastBoss88, could do a 60fps framerate upgrade with it's current 30fps framerate capped limitation with it's Switch port of Shinorubi (I seriously doubt if it will ever be implemented/done though). The dev team that did both iOS and Exa-Arcadia ports of "Aka to Blue" said it wasn't technically feasible to get it to run on the Switch hardware as it is.
PC Engine Fan X! ^_~
Re: CYGNI: AGB | Steam, PS5 and Xbox Series 2023
Hi There and thanks! Sadly no Demo planned before release but Steam Deck yes, we have it working on Steam Deck and will be available. We will provide more info and some showcase in the coming days/weeks check out our Discord for updates.PC Engine Fan X! wrote: ↑Tue Jun 11, 2024 2:10 amNautilus wrote: ↑Mon Jun 10, 2024 10:53 pmThank you Jehujehu wrote: ↑Sat Jun 08, 2024 11:35 pm hey, what the heck, this looks nothing like my next-gen Dondochipachi…
Spoiler
All jokes aside, hope the launch goes well. I do not think this will ultimately be a game for this community, but I do hope it finds its audience. Visuals are spectacular, the concept is neat, and clearly a colossal amount of work when into the game’s production - can’t take any of that away from it.
Here’s to hoping the game does well enough to warrant an All Balls Blazing pachinko spinoff ~, well said. Maybe one day we can talk about it all and discuss the pros and cons of a production of making Shmups like this, the nature of the industry, lessons learnt and so on.
There are many questions out there asked by Shmuppers and other devs (more related to why some things are done a certain way vs another, 2D vs 3D, game design and their respective challenges).
On a personal level I am happy to see a lot more support coming from the more enthusiast crowd for the game compared to where we were a year or two back.
Meanwhile to whoever is interested hope you will get to enjoy Cygni for what it is.
Edit: some more gameplay discussed here https://youtu.be/yY3NQmGDIXQ?si=tNbSpRJwRX-XYFSq
For Nautilus,
Is it possible to make your Cygni demo available again? And is there Steam Deck compatibility with Cygni as well?
Pre-ordered Cygni and can't wait for it's upcoming 8-06-2024 release date.
Yes, it'd be nice to hear you and your development team's insights into the pros and cons of 2D vs 3D design with Cygni. Please feel free to elaborate your thoughts & opinions on it.
Are there plans to release Cygni for the current major gaming consoles: Switch and PS4? The dev team whom did the Switch port of Pawarumi released it, initially, with a 30fps framerate cap and said that it took an entire year to get it run at a better & consistant 60fps framerate (it paid off in spades with that welcoming & eye-opening performance upgrade, indeed). It'd sure be nice if dev team, LastBoss88, could do a 60fps framerate upgrade with it's current 30fps framerate capped limitation with it's Switch port of Shinorubi (I seriously doubt if it will ever be implemented/done though). The dev team that did both iOS and Exa-Arcadia ports of "Aka to Blue" said it wasn't technically feasible to get it to run on the Switch hardware as it is.
PC Engine Fan X! ^_~
No plans for PS4 but we have some interest in Switch unofficially. It has always been a hard platform to develop on given its specs, notably for anything this gen and 3d running on it
![Smile :)](./images/smilies/icon_smile.gif)
Re: CYGNI: AGB | Steam, PS5 and Xbox Series 2023
@Nautilus - any plans for legacy PS4 arcade sticks on PS5?
Looking forward to picking this up!
Looking forward to picking this up!
Current collection:
http://www.arcade-museum.com/members/me ... _id=429701
http://www.arcade-museum.com/members/me ... _id=429701
Re: CYGNI: AGB | Steam, PS5 and Xbox Series 2023
Hello and thank you, Sorry we haven't tried an arcade stick with the PS5, so I can't say anything how it might go. For a full single stick Arcade support, we do have something in mind but it all depends on the launch first, it could be more of an optional patch update/support that changes some game controls under the hood to make up for the second analog stick. I think it's very much doable but will need a bit of time and testing from our side. We already had started with a few tests on the side and it was looking very promising and intuitive.