Hi there, I'm Kimmo (www.gimblll.com). I've been an indie game developer for the past 10 years, before which I spent another decade+ making games at Housemarque (Resogun etc.). I'm just a lurker around here taking advantage of the awesome developer discussions and expert's views on things. I'm also first to admit that I'm not much of a shmup expert myself, but I love making them. I don't know if there's love for twin-sticks over here, but here we go!
For the past three years I've been doing a twin-stick shooter called Sektori by myself (with my brother doing the soundtrack) and I thought I'd drop a note here too finally. Sektori started as a mini sequel to my earlier tiny twin-stick called Trigonarium. I made that really fast (like 3 months for first version) and was never super happy about it, so I wanted to finally to do it properly. It was supposed to take like 6-9 months maybe, but things escalated a bit...
Trailer: https://www.youtube.com/watch?v=mjJHO4RIWhc
With Sektori I wanted to create a game where runs are pretty dynamic so the game isn't about memorization, but about facing dynamic challenges while still being learnable. Every attack wave and level is hand built and placed, but they are combined and randomized so that your runs don't hopefully get stale. I also spent (too much) time making the bosses randomizable too, there's internal randomization and there's different difficulty variations of them too so I can randomize the boss order. And of course a an extra special stage if the boss happens to come last in a run. Then there's a gradius-like upgrade system combined with a roguelite inspired secondary upgrade system to bring some variety too. This seems like a lot (and is), but to counter that I've tried to keep the weapon systems super simple and straight forward. Only one ship type with blaster, missiles and a strike attack. That's it. Also you only get one life, you get hit and it's done (you can purchase shields though, which allow for one hit and thus act as kind of extra lives). Get caught in a level change though, and even shields won't help you.
The aestethics of the game are inspired by techno music. Fast, detailed, colorful, saturated, intense, aggressive.
So this is Sektori! The development is going slowly but steadily (I've been keeping a devlog on Twitter from the beginning if anyone is interested). If there's any interested here, I could write things here too? The campaing is pretty feature complete, only final final final secret epic boss (?) missing. And some things I don't like I might end up drasticly changing of course... and then a million things to fine tune. Next I'm going to focus on 'challenge modes', as in modes outside of the basic campaign. I hope to get the game done before the end of 2024, but I wouldn't be too surprised to see it slip past that. Hopefully not though, as it's been a while!
Steam page: https://store.steampowered.com/app/2105620/Sektori/
Basic gameplay (player has a few drones there and a bonus wave is incoming (the golden enemies flying on a path).
Beginning of the game
Rainbow mode (triggere when the player collects full 'SEKTORI' word)
View of one of the bosses from the editor (Unity)
Sektori
Re: Sektori
Looks awesome so far (and very Housemarque-esque!)
Not sure if you had anything to do with Nex Machina, but that's my favourite twin-stick shooter, and this looks like it could sit comfortably beside it
Not sure if you had anything to do with Nex Machina, but that's my favourite twin-stick shooter, and this looks like it could sit comfortably beside it
I made a roguelike shoot-em-up.
Re: Sektori
Thanks! I didn't have anything to do with Nex though, I left right after Resogun. (Maybe that's the reason why Nex and Returnal got so good too. )
Re: Sektori
Since last time I've been working on side game modes. Just some simple twists without a huge campaign, something like a five minute chunk at max at a time. It's a nice break to work on something else than the main mode, as I'm currently having an existential crisis about that one. It's very near done, but I'm having major doubts about the upgrade system. The gradius like system works fine, but the design of the pick-one-from-three (roguelite style) upgrade system has never really fully clicked yet... I think there's a fundamental issue with trying to fit the two systems together that I can't solve. I think I need to simplify things at least, too much design for a simple thing. Wish I was a better designer! So I decided to pause work on that and get back to it with fresh eyes after I take some holiday time off.
So I've now done 4 simple modes that seem fun (and a few failed experiments that didn't). Then did a boss rush too. All will need refining, but at least the framework for everything is there. Someone earlier asked me to do something like the Pacifism mode in Geometry Wars, so that's one of them (with my own spin on it of course).
And this week I started work on some menu stuff too. I think I'll concentrate the next few weeks just putting things into their proper places in menus so after I come back from holidays, I can really start locking things down for the eventual release.
And that's about it, slow progress but still moving.
So I've now done 4 simple modes that seem fun (and a few failed experiments that didn't). Then did a boss rush too. All will need refining, but at least the framework for everything is there. Someone earlier asked me to do something like the Pacifism mode in Geometry Wars, so that's one of them (with my own spin on it of course).
And this week I started work on some menu stuff too. I think I'll concentrate the next few weeks just putting things into their proper places in menus so after I come back from holidays, I can really start locking things down for the eventual release.
And that's about it, slow progress but still moving.
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Re: Sektori
Will Sektori be released on Steam? And any plans to release it on the current gaming consoles as well?
An eye-catchy Sektori main title with animation would be ace compared to a static one to draw in players (a stylized freehand custom font that spell out the Sektori title namesake would a good suggestion as well).
PC Engine Fan X! ^_~
An eye-catchy Sektori main title with animation would be ace compared to a static one to draw in players (a stylized freehand custom font that spell out the Sektori title namesake would a good suggestion as well).
PC Engine Fan X! ^_~
Re: Sektori
(Sorry for the late reply, I've been on holiday for a while.) And yes, it'll be on Steam (https://store.steampowered.com/app/2105620/Sektori/). I'd like to port it to consoles, but I'm not sure if I'll have the resources/time to do it. I guess it kind of depends if anyone will like this on Steam. (I've ported one of my earlier games to Switch before so I do have that devkit ready to go.)PC Engine Fan X! wrote: ↑Tue Jun 18, 2024 11:17 pm Will Sektori be released on Steam? And any plans to release it on the current gaming consoles as well?
An eye-catchy Sektori main title with animation would be ace compared to a static one to draw in players (a stylized freehand custom font that spell out the Sektori title namesake would a good suggestion as well).
I do have a custom main title/logo I made (if that's what you meant), but not sure if it's eye catching enough though. Animated in-game too. Hard to go super high budget though as I don't really have much any budget for this beyond just doing things myself.
Re: Sektori
Wow, that's gorgeous! Love the abstract geometry, and colourful Minteresque sensory overload. Keep it up!
Re: Sektori
Lately I've been working a lot on the menus. Did an internal 'challenges' (trophies/achievements) menu so I don't have to rely on platform versions for if I for example port this to Switch. Added leaderboard menus too, though I'm not sure how useful it's on Steam as the leaderboards are easily hackable. Then I did two alternate ships you can play with (not really sure if they're fun yet) and the menus for that, and now I did a menu for the player to conficure which upgrade 'decks' they take with them on the run. Currently I'm thinking you can take 8 decks (with 3 upgrades each) with you, but might still adjust that. There's 14 decks that I've got, but might do a few more still. Still not sure if I should hide the alternate decks under some basic unlocks? Might be fun simple thing to chase for the player, tie them to some of the challanges maybe.
I initially planned to have super simple text based menus, as the game was to be much simpler, so I built my menu system in a really hacky way and it's such a pain now to build new menu screens with these more complex styles. But I'll power through rather than rebuild all the menus with a better system. Maybe some day I'll learn. Trying to make them look nice too, as I really like how the in-game looks now, it would be a disservice to the game to not put some time into making the menus look good too.
I initially planned to have super simple text based menus, as the game was to be much simpler, so I built my menu system in a really hacky way and it's such a pain now to build new menu screens with these more complex styles. But I'll power through rather than rebuild all the menus with a better system. Maybe some day I'll learn. Trying to make them look nice too, as I really like how the in-game looks now, it would be a disservice to the game to not put some time into making the menus look good too.
Re: Sektori
Significant milestone reached, demo is done and live!
Last few months have been all about making everything that's in the game 'near final', polish, fix little things, finish menus etc. so the demo could be published. I'm pretty happy with it and a lot of things are locked in place. Now it's just the final slog to finish line. What's missing form the game is the 'final final true boss', some upgrades, alt ship balancing, some work on alt game modes etc., stuff like that. I won't get it out this year, but should be close to finished at the end of the year. I hope. And out early 2025. But you never know what happens, this has taken years more than I thought originally.
If you want to try it out, you can find the demo on Steam. Would be happy to hear what you think. https://store.steampowered.com/app/2105620/Sektori/
Last few months have been all about making everything that's in the game 'near final', polish, fix little things, finish menus etc. so the demo could be published. I'm pretty happy with it and a lot of things are locked in place. Now it's just the final slog to finish line. What's missing form the game is the 'final final true boss', some upgrades, alt ship balancing, some work on alt game modes etc., stuff like that. I won't get it out this year, but should be close to finished at the end of the year. I hope. And out early 2025. But you never know what happens, this has taken years more than I thought originally.
If you want to try it out, you can find the demo on Steam. Would be happy to hear what you think. https://store.steampowered.com/app/2105620/Sektori/