Thunder Force VII - Corrupted Thunder

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WitnessOfTheFall
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Thunder Force VII - Corrupted Thunder

Post by WitnessOfTheFall »

Hello to all the shoot ‘em up fans in the community!

I’d like your help by getting some feedback on my game : Thunder Force Heaven.
I’ve been developing it for two years now. When I first started the project and released the very first version, few people were quite enthusiastic.
So, I took a bit more time to add content and polish everything. I mostly reused graphics from Thunder Force IV and other 16bits games, mixing them with some assets I found on Itch.io.
I integrated a few gameplay gimmicks from Thunder Force into my game, and I think it’s starting to resemble a Thunder Force-like.

I need your help because I’d like to know what gamers think of the game—whether it appeals to shoot ‘em up fans. This would help me see if I’m heading in the right direction. :)
The game is currently at version 5.6, which I released a week ago, and it’s playable on Itch.io.

This version has 5 levels.
https://triganov.itch.io/thunder-force-heaven

If you want to see a "let's play" of my Game (I am not the author of the video) :
https://www.youtube.com/watch?v=49ydXTclE8M

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Last edited by WitnessOfTheFall on Sun Jun 14, 2026 12:27 pm, edited 11 times in total.
I am currently developing a Thunder Force Fangame :
https://triganov.itch.io/thunder-force-heaven
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WitnessOfTheFall
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Re: Thunder Force Heaven - Need Feedbacks

Post by WitnessOfTheFall »

In the last days, I translate all the javascript code into c# (with Raylib framework) in order to build it as an application.
If it's need some big readjustment, please tell me :)
Last edited by WitnessOfTheFall on Wed Feb 18, 2026 4:39 pm, edited 1 time in total.
I am currently developing a Thunder Force Fangame :
https://triganov.itch.io/thunder-force-heaven
loucious
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Re: Thunder Force Heaven - Need Feedbacks

Post by loucious »

Great job !
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Re: Thunder Force Heaven - Need Feedbacks

Post by PisfoolStuffs »

First, Thunder Force fangames usually never gets finished to the playable state, so thank you for making one!

Second, I think the controls are very unintuitive? maybe changing the scheme so that it would only use the keyboards would be much better.
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WitnessOfTheFall
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Re: Thunder Force Heaven - Need Feedbacks

Post by WitnessOfTheFall »

Thank you for your feedback loucious and PisfoolStuffs :)

As I need some more precise feedbacks, I have made the same request in another shmup community (the french one). One member, which creates a good vertical shmup game (Nanoforce), gave me a detailled feedback. Like PisfoolStuffs says, it was a bad idea to use mousse + keyboard to play.

But the biggest problem of my game is that it has several bad clichés of euroshmup...
Before I launched a dedicated topic on this forum, I was not sure of the meaning of Euroshmup label.
viewtopic.php?t=75573

Now, with your very detailed answers, I know the problem of my game :
*Too difficult. A Thunder Force game, especially the third one, is not so difficult in the first levels.
*Some ennemies have too much life point. I should add many ennemies but less resistant. If I manage to do that, the game will be more satisfying

For now, I need to do a break in order to focus on my work. I hope I will come back in the next month with a translated code version in C# (harder than I think)
I am currently developing a Thunder Force Fangame :
https://triganov.itch.io/thunder-force-heaven
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WitnessOfTheFall
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Re: Thunder Force Heaven - Need Feedbacks

Post by WitnessOfTheFall »

Hi everyone !

Ok, here is the version 4.2 ! This version 4.2 is the first step of a de-euroshmupization process (Yeah, that’s a word now😎)
https://triganov.itch.io/thunder-force-heaven


I’m moving away from overly complex controls and layered mechanics that slow down the fun.
Instead, I'm focusing on making everything simpler and arcade-clean—like.

Here’s what’s new:

-> Mouse? Out. Pure arcade controls in.
No more mouse for playing—only keyboard or gamepad. It’s how it should’ve always been.

-> Hunter Shot upgrade
You now get a guiding line showing exactly where your Hunter Shot will go. It disappears as soon as you fire, keeping the action clean and immediate.
Visual clarity = better decisions in the heat of battle.

-> More lives
To make the game more welcoming (and less punishing), I’ve increased the default number of lives.
You’ll have more chances to enjoy the levels without feeling like the game hates you.

For the next version, I will take care of balancing the difficulty and the life points of the enemies.
I am currently developing a Thunder Force Fangame :
https://triganov.itch.io/thunder-force-heaven
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WitnessOfTheFall
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Re: Thunder Force Heaven - Need Feedbacks

Post by WitnessOfTheFall »

Just finish the De-Euroshmupization process :D

The version 4.3 is here : https://triganov.itch.io/thunder-force-heaven

🛠️ Difficulty Rebalancing (Levels 1 to 5)
💥 Enemy Bullets Are Slower
🔄 Persistent Lives, Score & Weapons
🎁 More Bonuses

As a reminder, Game is totaly playable with Keyboard or GamePad
Image
I am currently developing a Thunder Force Fangame :
https://triganov.itch.io/thunder-force-heaven
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To Far Away Times
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Re: Thunder Force Heaven - Need Feedbacks

Post by To Far Away Times »

I wasn't sure if that was Highway Star at the beginning with the first couple chords, and then the melody kicked in and I was like, oh yeah.

Keep going, we need more Thunderforce-like games!
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Re: Thunder Force Heaven - Need Feedbacks

Post by BareKnuckleRoo »

The only thing I'd point out is Spacebar to shoot creates problems with older, or non gaming oriented keyboards. Inexpensive keyboards have a problem called keyboard ghosting where holding down certain keys will prevent other buttons from being registered. So you won't be able to move up and to the left while holding Spacebar unless you're using a pricier gaming keyboard with anti-ghosting features: viewtopic.php?p=1549626#p1549626

This is why most doujin games use some combination of Z X C for the controls as you can hold any combination of those on older keyboards without interfering with the arrow keys.
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Re: Thunder Force Heaven - Need Feedbacks

Post by WitnessOfTheFall »

This is why most doujin games use some combination of Z X C for the controls as you can hold any combination of those on older keyboards without interfering with the arrow keys.
Noted! I’ll update the ship controls to use Z, X, and C—thanks for the suggestion!
I wasn't sure if that was Highway Star at the beginning with the first couple chords, and then the melody kicked in and I was like, oh yeah.

Keep going, we need more Thunderforce-like games!
Thank you for your words! It really gave me the energy I needed to finish the demo of the new version of my game.

Nice catch with Highway Star! Later in the game, I actually use a 16-bit version of Paranoid by Black Sabbath, as well as Born to Be Wild by Steppenwolf 😄
I am currently developing a Thunder Force Fangame :
https://triganov.itch.io/thunder-force-heaven
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Re: Thunder Force Heaven - Need Feedbacks

Post by WitnessOfTheFall »

Hey everyone!

Here’s a playable demo of my new project: Cursed Brotherhood – A Thunder Force Legend.
https://triganov.itch.io/thunder-force-heaven

It’s a much more polished version of my game Thunder Force: Heaven, with more equilibrate difficulty, higher resolution, and a clearer vision.

When I made Thunder Force: Heaven, I was still learning game design. The resolution was super low, and the gameplay improved little by little as I figured things out. By the time I reached halfway (5 out of 8 levels), it became a real headache to add new mechanics into the old code.
So I decided to start fresh—with clean code and bigger ambitions.
Last edited by WitnessOfTheFall on Fri Aug 01, 2025 4:07 pm, edited 1 time in total.
I am currently developing a Thunder Force Fangame :
https://triganov.itch.io/thunder-force-heaven
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Re: Thunder Force Heaven - Need Feedbacks

Post by WitnessOfTheFall »

Hi :D !

I have just release the version 5.0 of my Thunder Force Fan Game.
https://triganov.itch.io/thunder-force-heaven
This looks like what I wanted to achieve when I started coding it.
  • I’ve reworked the level design from scratch, now planning enemy and obstacle sequences in advance — and it changes everything.
  • Levels are longer (2–3 min), the resolution is now fully 640x480 for a crisp retro look, and the controls (KeyQ/KeyX/KeyC) feel smoother than ever.
  • Collisions are more forgiving too.
No multi-directional level yet — it’s postponed — but two revamped levels are coming in 5.5!
I am currently developing a Thunder Force Fangame :
https://triganov.itch.io/thunder-force-heaven
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Re: Thunder Force VII - Corrupted Thunder

Post by WitnessOfTheFall »

Hey!

I have just released a new version of Thunder Force VII - Corrupted Thunder (Version 5.1)

The version 5.0 was a major upgrade, but unfortunately, had some issues:
  • Several gamepads were not compatible.
  • The two levels lacked enemies.
  • And most importantly… it was missing something crucial: SOME PURE CARNAGE!
That’s why version 5.1 is here. At first glance, it might not look like a big change, but it’s actually a major improvement.

Of course, I fixed the gamepad compatibility and the missing enemies. But the real highlight is a brand-new gameplay feature:
BURSTING THE CLAWS.

Image

Here’s how it works: when the player obtains a Claw bonus, they can either keep it to moderately upgrade their firepower, or burst the claws to accelerate their orbital speed and maximize damage output. The catch? This acceleration only lasts 15 seconds.

But here’s the trick: if the player grabs another Claw bonus while bursting, they can chain the acceleration indefinitely, overwhelming enemies with nonstop firepower

What do you think of this feature :D ?
I am currently developing a Thunder Force Fangame :
https://triganov.itch.io/thunder-force-heaven
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Re: Thunder Force VII - Corrupted Thunder

Post by Ixmucane2 »

I tested the web version, and a significant part of the screen at the top and at the bottom is cut off. Are you assuming the game occupies the whole window, without taking into account the space used by browser toolbars and tabs?
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Re: Thunder Force VII - Corrupted Thunder

Post by WitnessOfTheFall »

Ixmucane2 wrote: Sat Aug 23, 2025 4:23 pm I tested the web version, and a significant part of the screen at the top and at the bottom is cut off. Are you assuming the game occupies the whole window, without taking into account the space used by browser toolbars and tabs?
Thank you for your feedback! 🙂
It seems the game screen size was fixed. Depending on the user’s screen, a significant part of it could be lost. 😲

I’ve fixed the problem — the game screen now resizes properly

You rock!
I am currently developing a Thunder Force Fangame :
https://triganov.itch.io/thunder-force-heaven
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Re: Thunder Force VII - Corrupted Thunder

Post by WitnessOfTheFall »

Hello!

New Release version 5.2 is available: https://triganov.itch.io/thunder-force-heaven

In this release, you’ll find 3 levels, 2 planets, and 6 cutscenes.
I’ve also added a new level featuring a ship (not entirely new, as it comes from Thunder Force II) with its own weapons.

I received some feedback mentioning that the enemies’ collision boxes were too small — this has been fixed in this release.

I’m very happy to see more and more people giving my game a try (50 games were launched last month 😃).

Screenshot of the added level:

Image
I am currently developing a Thunder Force Fangame :
https://triganov.itch.io/thunder-force-heaven
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Re: Thunder Force VII - Corrupted Thunder

Post by WitnessOfTheFall »

Halfway through development, I realized the resolution (640×480) didn’t quite fit Rynex’s stages, so I switched to 480×360 — and honestly, it looks way better! What I thought would take a week ended up taking three… but it was worth it.

Here is the link to play the game : https://triganov.itch.io/thunder-force-heaven
✨ What’s new in this new release:
  • A new planet to explore in a Boss Rush level
  • 3 new cutscenes expanding the story
  • A different UI depending on which ship you pilot (Rynex or Exceliza)
  • A Thunder Force IV–style resolution that feels just right
Image
New resolution and new IHM for Rynex Level

Next up: the second Slyania level, where Exceliza makes a comeback!
Can’t wait to hear what you think 🚀
I am currently developing a Thunder Force Fangame :
https://triganov.itch.io/thunder-force-heaven
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Re: Thunder Force VII - Corrupted Thunder

Post by WitnessOfTheFall »

Version 5.6 is now available :D : https://triganov.itch.io/thunder-force-heaven

If you want to see a "let's play" of my Game (I am not the author of the video) :
https://www.youtube.com/watch?v=49ydXTclE8M

  • Level 4 Fully Reworked
    Level 4 on Slyana has been completely redesigned. Originally meant to be a Boss Rush stage, it lacked intensity and consistency with the first three levels.
    I added an additional mid-boss and reworked the entire stage: enemy movement patterns, background design, and overall level flow.

    The atmosphere now matches my original vision — an open-air arena where wealthy Slyanians bet on space battles.
Image

  • Improved Rynex Sprite

    The original Rynex sprite from Thunder Force IV didn’t match the visual style of the rest of the game.
    I’ve now integrated a visually enhanced version that blends much better with the environments and enemies.
Image

  • More Forgiving Collisions

    Player hitboxes have been adjusted.
    This was a long-standing engine issue related to angular bullet trajectories. After feedback — including from a Japanese YouTuber who played the game — I fixed the problem. Collisions now feel fairer and more accurate.
Image

  • Improved Cutscenes

    Dialogue bubbles have been added above ships to clearly indicate who is speaking.
    Transparent bubbles = internal thoughts.
    Solid bubbles = spoken dialogue.
Image
I am currently developing a Thunder Force Fangame :
https://triganov.itch.io/thunder-force-heaven
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Re: Thunder Force VII - Corrupted Thunder

Post by TerminalInternet »

WitnessOfTheFall wrote: Sun Jan 19, 2025 12:06 pm Hello to all the shoot ‘em up fans in the community!

I’d like your help by getting some feedback on my game : Thunder Force Heaven. I’ve been developing it for two years now.
When I first started the project and released the very first version, few people were quite enthusiastic. So, I took a bit more time to add content and polish everything.

I mostly reused graphics from Thunder Force IV and other 16bits games, mixing them with some assets I found on Itch.io.
I integrated a few gameplay gimmicks from Thunder Force into my game, and I think it’s starting to resemble a Thunder Force-like.

I need your help because I’d like to know what gamers think of the game—whether it appeals to shoot ‘em up fans.
This would help me see if I’m heading in the right direction. :)

The game is currently at version 5.6, which I released a week ago, and it’s playable on Itch.io. This version has 4 levels.
https://triganov.itch.io/thunder-force-heaven

If you want to see a "let's play" of my Game (I am not the author of the video) :
https://www.youtube.com/watch?v=49ydXTclE8M


Image

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That was very interesting though.

Remember from the past in the time, I've been played and watched Wondersonic's Thunder Force 4 Rebirth to attempts unofficial spiritual sequel part from the original game works, Until few years later, Wondersonic didn't make it Thunder Force 4 Rebirth was abandoned long time, Until now, The Thunder Force unofficial fan-game sequels is here.

I'd love to see your good progress while your good rooting up game-dev works.
Shmups DEV Studios Personal Project > Gunner Blade Media Series (Gunner Blade 1: Tales of Landscape) | 3 Action-Pack of Short Animation Film: RayForce 1.5 R-Gear Project, Who Framed Miku Gacha Life Series and Platypus Colonel Alliance
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Re: Thunder Force VII - Corrupted Thunder

Post by WitnessOfTheFall »

Yes, I remember Thunder Force IV Rebirth. I had some hopes for it.
Aside from that, I was surprised to see that so few people have tried to create fan games inspired by the style of III or IV.
Usually, for major franchises, you can always find at least a few projects, even if they’re just a couple of videos or demos...

Anyway, thanks for your feedback. Yes, I update my game quite regularly — the next version will include an additional level, and the collision system will be improved (once and for all ^^).
And without your feedback, whether positive or negative, I wouldn’t be able to improve.
I was aiming to finish it sometime in 2027… we’ll see how it goes by then :D
I am currently developing a Thunder Force Fangame :
https://triganov.itch.io/thunder-force-heaven
TerminalInternet
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Re: Thunder Force VII - Corrupted Thunder

Post by TerminalInternet »

WitnessOfTheFall wrote: Sat Mar 21, 2026 10:35 pm Yes, I remember Thunder Force IV Rebirth. I had some hopes for it.
Aside from that, I was surprised to see that so few people have tried to create fan games inspired by the style of III or IV.
Usually, for major franchises, you can always find at least a few projects, even if they’re just a couple of videos or demos...

Anyway, thanks for your feedback. Yes, I update my game quite regularly — the next version will include an additional level, and the collision system will be improved (once and for all ^^).
And without your feedback, whether positive or negative, I wouldn’t be able to improve.
I was aiming to finish it sometime in 2027… we’ll see how it goes by then :D
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. ;)
Shmups DEV Studios Personal Project > Gunner Blade Media Series (Gunner Blade 1: Tales of Landscape) | 3 Action-Pack of Short Animation Film: RayForce 1.5 R-Gear Project, Who Framed Miku Gacha Life Series and Platypus Colonel Alliance
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Re: Thunder Force VII - Corrupted Thunder

Post by WitnessOfTheFall »

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.
Image

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.

Image

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.

Image

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.
I am currently developing a Thunder Force Fangame :
https://triganov.itch.io/thunder-force-heaven
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Re: Thunder Force VII - Corrupted Thunder

Post by TerminalInternet »

Amazing works, Sprites changing into the better graphics quality, I have seen this project keep rooting up this year.
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Re: Thunder Force VII - Corrupted Thunder

Post by TerminalInternet »

I first played your game in browser.

The game itself look very classic and balance advanced gameplay, Very cool.
Shmups DEV Studios Personal Project > Gunner Blade Media Series (Gunner Blade 1: Tales of Landscape) | 3 Action-Pack of Short Animation Film: RayForce 1.5 R-Gear Project, Who Framed Miku Gacha Life Series and Platypus Colonel Alliance
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Re: Thunder Force VII - Corrupted Thunder

Post by WitnessOfTheFall »

TerminalInternet wrote: Mon Jun 01, 2026 12:48 pm I first played your game in browser.

The game itself look very classic and balance advanced gameplay, Very cool.
I'm really glad you enjoyed it :D . That balance between a very classic shoot'em up feeling and more advanced gameplay ideas is exactly what I'm trying to achieve with the game.

Thanks a lot for your feedback, it really motivates me to keep improving it!
I am currently developing a Thunder Force Fangame :
https://triganov.itch.io/thunder-force-heaven
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Re: Thunder Force VII - Corrupted Thunder

Post by WitnessOfTheFall »

Big update about my game Thunder Force VII :)

The project keeps evolving, and the latest version brings quite a few new things: new weapons, Arcade mode, a proper Continue screen, new cutscenes, visual upgrades, and a brand-new playable Level 5 in the mining zone of Slyana.

https://triganov.itch.io/thunder-force-heaven

Continue? Continue!

The game now has a real Continue screen with a countdown, music, and ships flying in the background. No more instant “back to zero” punishment: if you continue, you jump back into the action from your current level.

Image



New weapons, new fun

Rynex now gets two new toys:

Hunter — homing shots for lazy but stylish destruction.
Railgun — powerful, punchy, and very satisfying.

More weapon bonuses were also added in the early levels, so the fun starts faster.

Image



Arcade mode unlocked

You can now choose between History Mode, for the full story experience, or Arcade Mode, for straight-to-the-action runs with fewer cutscenes and faster transitions.

Level 5: Slyana mines


Level 5 is now playable from start to finish, with the new Orb mechanic, LaserShot weapon, mine enemies, obstacles, and explosive RedMines that really do not believe in personal space.

More polish everywhere

This version also includes improved bosses, new Big Bee music, fireworks during Level 3 bosses, upgraded visuals, better animations, and plenty of small fixes from playtesting.

What’s next?

Next, I’ll start working on a multidirectional engine inspired by classic Thunder Force-style exploration. It will probably take some time, but it should open the door to a very different kind of level on a brand-new planet.

As always, I’d be really happy to get your feedback — especially about Arcade Mode, Level 5, Exceliza, or the new weapons!
I am currently developing a Thunder Force Fangame :
https://triganov.itch.io/thunder-force-heaven
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Re: Thunder Force VII - Corrupted Thunder

Post by TerminalInternet »

This looks very fun, It's been like a few days after the playing your game project, If the developers given credited as an Gameplay Testers about me.
Shmups DEV Studios Personal Project > Gunner Blade Media Series (Gunner Blade 1: Tales of Landscape) | 3 Action-Pack of Short Animation Film: RayForce 1.5 R-Gear Project, Who Framed Miku Gacha Life Series and Platypus Colonel Alliance
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Re: Thunder Force VII - Corrupted Thunder

Post by TerminalInternet »

Also i written down comments and reviewed your game with pre-release review post.
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Re: Thunder Force VII - Corrupted Thunder

Post by WitnessOfTheFall »

First of all, thank you again for taking the time to write your review and comments about the game. I really appreciate your support, and it makes me very happy to see that you are interested in the project.

Since this is a fangame made with passion, there is always a way to contribute to the project :)

I just want to understand what kind of tester role you would like to have:
  • Would you like to be more of a Reviewer, someone who plays the new releases, gives feedback, and publishes reviews or comments on YouTube videos, itch.io, or the Shmup forum?
  • Or would you prefer to be more of a QA Tester, someone who tests a debug version of the game and sends me a list of bugs, issues, or things that need to be fixed?
At the moment, there is already one QA tester in the team who gives me feedback about bugs he finds in the game. However, he is not working full-time on the project, just like me, so it is totally possible to have a second QA tester too.

Depending on the role you would like to have, I will tell you what kind of mention I can add for you in the credits.
I am currently developing a Thunder Force Fangame :
https://triganov.itch.io/thunder-force-heaven
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