TerminalInternet wrote: ↑Mon Mar 23, 2026 2:01 am
That's very cool, Keep rooting up with your development works, I'd enjoy to see preview and shown with the behind the scene.
You can post any Behind the scene (BTS) like pictures and small videos here.
Good idea! There’s quite a lot going on under the hood, so it could be interesting to share that journey too

There will be another release (version 6.0) coming in 2 or 3 months with the finished version of level 5 and the associated cutscenes.
And after that, I’ll start posting updates without new releases, as I’ll need to spend some time thinking through the design of Levels 6 and 7.
And for now, here’s a new version below.
Version 5.9 released
I’ve hit a pretty big milestone with this build.
Originally, this version was supposed to include a fully finished Level 5. I honestly didn’t expect it to take this long—I had already selected most of the graphics months ago, and part of the level was even playable.
But Level 5 turned out to be more complex than expected.
The level takes place first in a mine, then transitions into a nearby city. Because of that, even the smallest misalignment in obstacle placement can throw off the entire layout. Every adjustment has a ripple effect, and it quickly becomes a balancing act.
At the time of writing, Level 5 still isn’t complete. I’m missing:
- The boss fight
Pre- and post-level cutscenes
About 20 seconds of additional gameplay to round things out
Still, I couldn’t resist sharing this version with you. What you’ll get here is an alpha version of Level 5.

One small warning though: if you want to try it, you’ll need to play through the first four levels to reach it.
Why Level 5 Matters
Level 5 is special to me.
It’s actually one of the very first levels I imagined when I started this project. Bringing it to life feels like closing a loop.
It also features a track that means a lot to me: Omake 3 from Thunder Force IV.
This is a bonus track you only unlock after completing the game. And this music has
Here’s the music if you want to check it out:
https://www.youtube.com/watch?v=MD8Mf7Wu914
This music held a deep meaning for me. This music evokes an uncontrollable chaos—one that was inevitable—but through its consequences, it ushers in a new era of heroes shaped by destiny.
That’s why I really want to polish Level 5—and its boss as well (I’ll talk more about that in a future devlog).
By the way, there will also come a time when I’ll need to design a level for Metal Squad. I’ll let you imagine the amount of pressure I’m putting on myself to come up with ideas worthy of such a masterpiece.
But we’re not there yet—Metal Squad will be Level 8
What’s New in Version 5.9
This update also brings several improvements and new features:
• Collision system overhaul
The collision system is now fully functional. You shouldn’t experience the unfair or “cheap” hits that could happen before, especially with enemy bullets.
• Fire Leo-02 Exceliza redesign
I’ve improved the design of the ship. I really love how it looks in the X68000 version of Thunder Force II, but it didn’t quite fit visually with the rest of the sprites in my game.
So I gave it a polish to better match the overall style.
I’d love to animate it properly someday—especially when moving up and down—but my current pixel art skills aren’t quite there yet.
• Bomb mechanics in Level 5
In Level 5, Exceliza can now drop bombs.
This is directly inspired by Thunder Force II, where in multidirectional stages you had to destroy ground generators using bombs. I thought: why not bring that mechanic into horizontal stages?
So I did.
At certain moments, the scrolling will stop when you encounter closed hangar doors. To proceed, you’ll need to locate and destroy the switch that controls them—using your bombs.
That’s it for now.
Even though Level 5 isn’t fully complete yet, I’m really excited to finally share this first playable version with you.
Let me know what you think
What's next ?
Version 6.0 will come in 2 or 3 months with the finished version of level 5 and the associated cutscenes.
And after that, as i said at the beginning, I’ll start posting updates without new releases, as I’ll need to spend some time thinking through the design of Levels 6 and 7.
Level 6 will take place on a desert planet, featuring multidirectional scrolling like in Thunder Force II, while Level 7 will be a horizontal scrolling stage set on the same planet.