Zenzizenzic (playable!)

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Zenzizenzic
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Zenzizenzic (playable!)

Post by Zenzizenzic »

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DOWNLOAD THE GAME
direct download / 59mb size / zip folder
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Hi! I'd like to present Zenzizenzic to you, an abstract high octane twin stick shoot 'em up currently in development for PC.

Zenzizenzic is a fast paced twin-stick shoot 'em up. Weave through intricate bullet patterns, destroy enemies and bullets and rank your score among the greatest and beat various challenges. Play with up to two players and use a variety of weapons to blast thy foes to smithereens and clear a path to victory.

I'd love to receive feedback. This build is meant for bug testing and balance testing (as well as, hopefully, enjoying it of course!). Things to look out for:
- Do the controls function as expected
- Do the weapons function as expected
- How does it perform concerning PC performance (CPU load)
- Does the balance between easy, medium and hard feel right
- Can you beat the top highscore(!)
- And so on

Input on possible new, awesome weapons or other aspects of the game is always appreciated! It might be added to the game!

It's optimized for an XBox360 controller, so if you have one, plug it in. It can also be played with mouse and keyboard however. As it's a Unity game, installation is not required.

Thank you so much if you took the time to give it a spin!

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TWITTER - FACEBOOK - TUMBLR - YOUTUBE

Without any practical knowledge on game design and development, except for what was garnered over the course of 15 to 20 or so years of playing games, I set out to build a game myself. I didn't know a damn thing, except for what feels right and what doesn't in a game.  

It was Novemeber 2012, just graduated and unemployed, when I installed Unity3D, the well known video game development engine. Pleasantly surprised with the relative ease of moving around and messing about in the engine I started to learn some coding.  By going through some tutorials and with the help of the Unity community I was able to get a fairly decent footing on how to work with the engine. I was still horrible at it though.  

The game to be build would need to be fairly easy to make (due to my lack of skills), but should feel really tight to play and be a challenge to beat. The genre which came to mind was a 2D shoot 'em up. It's a genre I always had a fascination for, imagining really skilled people maneuvering through a veritable murderous maze of bullets in a vertical scrolling environment.  

The plan was to start with a limited scope, a simple idea. Just a single level, a couple of shooting abilities, points and that's it. Not surprisingly, all the while still unemployed, that limited scope was gradually expanded until hardly anything of it remained.  Additional movement controls were introduced, more weapons were added, challenges, difficulties, 2 player gameplay, bonus levels, and so on. "Luckily" I was still unemployed, giving me the time to do all this stuff.  

The graphics always remained to look prototype-ish though. That's something I didn't want to mess with. Firstly to prevent me from crapping all over it (I'm no graphical artist), and secondly to save time. I dubbed the project Zenzizenzic, it's a mathematical term referring to squares and stuff, which fits the theme of the game.  

Bignic, known from the awesome game Zombies., was willing to lend his music to Zenzizenzic and the pieces started to come together and an actual game was starting to take shape.  

A couple of months and lots of probably poor coding later, I'm able to present you this as the demo of Zenzizenzic, my first venture in game development and design. Hopefully in the next few months I'll be able to finish Zenzizenzic up and offer you the full game. But for now I hope you're able to enjoy this brief taste of many things to come!  

~Ruud Koorevaar
Last edited by Zenzizenzic on Thu Jul 18, 2013 7:16 am, edited 10 times in total.
Developing a twin-stick shmup dubbed Zenzizenzic.
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Re: Zenzizenzic

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Blogpost 8 Feb 2013

It was just a few months back when I started tinkering around with Unity 3D, a game development engine. With no previous experience of actually building games, coding and design, I hopped in, pressed a couple of buttons and added some code which I politely nicked from a tutorial while having no clue what any of it actually meant. A bit of messing about later and I actually had a somewhat functional game; a player controlled ship, shooting, bullets, a level, enemies and even a boss. Of course it looked like shit, but hey, it worked. And then it struck me. Here I had the ingredients to actually make something engaging, challenging, fun in a genre of which I always had a slight fascination for: a shoot-em-up, or shmup. I was going to build one of those I told myself, and while I’m at it I’m going to learn about Unity, coding and game design. That’s the course I set out to undertake. And this here is where I’ll be sharing some of the stuff that I come across while building this shmup, which I dubbed Zenzizenzic.

You can check me out on Twitter if you’d like to keep up to date through that channel. A Facebook page is up, although it’ll look rather bleak until I get some basic art assets into a semblance of readiness and toss them up there. But there’s that as well. Pick your poison!

Next time I’ll chat about what I foresee Zenzizenzic to (hopefully) eventually be! Stay tuned.

For the time being, here’s a bit of a teaser of Zenzizenzic in its current prototype-ish form.
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Developing a twin-stick shmup dubbed Zenzizenzic.
Shmuppet
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Re: Zenzizenzic

Post by Shmuppet »

Hi Zenzizen-... uh, can I just call you Zen? :)

I really like the simple art style. But I have trouble figuring out what's going on! I hope you can post a video sometime in the future. It'd be great to see this in action!
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Re: Zenzizenzic

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Shmuppet wrote:Hi Zenzizen-... uh, can I just call you Zen? :)

I really like the simple art style. But I have trouble figuring out what's going on! I hope you can post a video sometime in the future. It'd be great to see this in action!
Haha sure :) Thanks! I'm not an artist myself so I try to keep it basic to prevent myself from crapping all over it. I'm trying to go for a mainly greyscale setup, with the important bits being highlighted with bright colours and sharp shapes. Simple, but hopefully effective! You can be sure of it that I'll get some videos highlighting certain aspects up in the near future :)
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Re: Zenzizenzic

Post by dark »

Kind of reminds me of Rez or Tasty Statick with the minimalist bit. I also don't really know what's going on in the picture, but it would be cool to see some videos.

Also, I've been interested in trying out Unity but don't have any experience coding so would be starting from almost 0. Would you be able to share any tutorials that have been helpful for you? I don't suppose there was anything specifically designed to be a tutorial for the elements of top down shmups ;)
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Re: Zenzizenzic

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dark wrote:Kind of reminds me of Rez or Tasty Statick with the minimalist bit. I also don't really know what's going on in the picture, but it would be cool to see some videos.

Also, I've been interested in trying out Unity but don't have any experience coding so would be starting from almost 0. Would you be able to share any tutorials that have been helpful for you? I don't suppose there was anything specifically designed to be a tutorial for the elements of top down shmups ;)
I gained a lot from the tutorials of Hathzynx, I cant give you a link right now since Im on my phone, but if you google him and look for his youtube account you should be able to find him. He has a nice starter tutorial on a 2D shooter. Its basic stuff, but useful if you're starting from 0 like I did. From there on I was able to get where I'm right now. Unity has a very helpful community as well which you can learn a lot from. Their reference manual is quite friendly as well. The only thing with Unity and shmups is that it requires a bit of an effort to make it not too CPU intensive, but Im managing with the limited knowledge I have right now, so it shouldn't be too much of an issue. Start messing about, follow the tutorial and ask for advice. Also, JavaScript (UnityScript) is regarded as a bit easier to pick up compared to C#. Go for it :)

EDIT - here's the link: http://www.youtube.com/user/Hathzynx
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Re: Zenzizenzic

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For today here's a bit more extensive basic info about the game and how it's turning out. Next week hopefully some video footage :)

Blogpost 11 Feb 2013

So what's Zenzizenzic actually about? In the previous post I described a bit of how I came up to the point where I started messing about with this project. But it's probably quite useful to open up the curtains a bit and spend a few moments on explaining what the game is actually about.

In short: high octance and reactionary gameplay. As mentioned before, it's a shmup; a genre which per definition is quite fast paced. If you're a stranger to the genre just think of the old games like Asteroids, maybe R-Type rings a bell. Otherwise, think of crazily skilled (probably Asian) people maneuvering their ship through an insane maze of oncoming bullets on an arcade cabinet. Zenzizenzic floats around in the same space as those types of games. Your ship, bullets, kill or be killed; that's it. Of course, there's a bit more to it than just that, which I will uncover in detail over the upcoming weeks. But let's take a look at some of the basic aspects of Zenzizenzic.

Zenzizenzic is a twin-stick shmup for the PC which is controlled with a PC compatible Xbox360 gamepad. This means that movement and aiming/shooting is done with both the analog sticks on the gamepad and that you have full freedom of movement on a 2D playing field. It also means that keyboard and/or mouse control is not supported, as it would plainly feel awful. You simply need more analog input than what the keyboard/mouse can support. Not making compromises there. I'm purely developing it for the PC as well, since I basically have no clue yet how to make it Xbox360 (for example) compatible. It's also just a lot easier for me and for you guys from an accessibility viewpoint. Although the Xbox360 gamepad is a bit a hindrance, but that's just something we'll have to deal with.

Zenzizenzic is about pushing yourself and your ship to their limits. You can customize your loadout with a variety of synergetic and multipurpose weapons before starting a level, either alone or with a (local) buddy. If all works out from a technical point of view, the levels will be dynamic in such a way that the difficulty will adjust to some degree based on your performance, or whether you are there with a partner or not. This will mostly be centered around giving the player(s) more stuff to shoot at (or be killed by) if they do well. But more details will be saved for a specific post on level design!

I'm not an graphical artist, so the style of the game will be minimal, as to minimize the risk of me crapping all over it. I'm going for a primarily grey-scale colour setup, with the important bits (like enemy bullets) being highlighted with bright colours and sharp shapes. Simple, but hopefully effective! Of course everything you see of the game these few weeks is prototype stuff, so nothing is necessarily final.

Concerning sounds, there's nothing there at the moment. I haven't been able to spend much time on that aspect just yet, but I'm sure I will in the near future and spill some of it over on here!

Stay tuned. No screenshots this time around, but hopefully next time I'll have a bit of gameplay footage ready!
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Re: Zenzizenzic

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I'm pretty much making web of timers and checkers to get the level design down and make it as dynamic and responsive to the player(s) enemy killing skills as I currently can do in a tight time frame. I don't like it to be just static based on a global timer or triggers by camera movement. It's working so far, but finger's crossed I don't get stuck in it haha.

I plan to use that progress for the upcoming gameplay video I'm making for this week and hope to get some 2player co-op footage as well with a buddy, but I'm not sure if I'll get to re-balance the level (as it is) for it. Some features are also still in the works, like scoring, so it's quite likely that won't be included just yet. I'll probably pay some specific separate attention to the scoring, as it's quite important. But at least you'll get a gist of the general idea of the gameplay I have in mind! :)
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Re: Zenzizenzic

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First gameplay video is online. Go check it out! :)

http://youtu.be/J5eiKekgIWk
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Re: Zenzizenzic

Post by dark »

Looks interesting, keep up the good work 8)
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Re: Zenzizenzic

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dark wrote:Looks interesting, keep up the good work 8)
Thank you, much appreciated :)
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Re: Zenzizenzic

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New blog post added where I take a look at how I approach the level design.
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Re: Zenzizenzic

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A couple of new screenshots showing some slight design changes in the enemies, the player and some other bits and pieces!

Here's the link to the blogpost: http://zenzizenzicblog.tumblr.com/post/ ... wing#notes

And here are the links to the screens separately:
http://24.media.tumblr.com/34d88ea167e6 ... 1_1280.png
http://25.media.tumblr.com/61a8cab35e31 ... 2_1280.png
http://24.media.tumblr.com/5be96039cb3d ... 3_1280.png
http://24.media.tumblr.com/27c7debc048a ... 4_1280.png
http://25.media.tumblr.com/48b969b1db87 ... 5_1280.png

Let me know what you think! :)
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Re: Zenzizenzic

Post by Shmuppet »

I think the art style is VERY basic, but that can work in one's favor in some cases! The game reminds me of go beryllium in that respect. I like the big lasers the player shoots out, lines of destruction! The game seems to be shaping up nicely.
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Re: Zenzizenzic

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Shmuppet wrote:I think the art style is VERY basic, but that can work in one's favor in some cases! The game reminds me of go beryllium in that respect. I like the big lasers the player shoots out, lines of destruction! The game seems to be shaping up nicely.
It does have a bit of a similar graphical feel to that game indeed, but with squares ;p And thank you, I think it's getting there!
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I'm wondering, what's your guys' opinion on implementing something similar to Super Meatboy's warp zones, reminiscent of the old school bonus levels in Mario? What I'm thinking about is when you went through the level as an excellent killing machine (i.e. performing really well and triggering all the optional waves to spawn (they spawn when you were able to kill normal waves quickly enough -> skill and level knowledge required)), that an area in the level appears, right before the boss of the level spawns, which when you enter it (optional, after a few seconds it fades) teleports you to a new level in which a challenge is introduced (like simply surviving, without any shooting). After completing or failing this challenge (you have a single life in there) you are returned to the point before the boss and continue as normal, but with the bonus points from the survival challenge. Do you think this would have a place in Zenzizenzic? Do you think this would be a cool addition? Don't think I've seen it before in a shmup (edit: actually, I think I did somewhere, can't remember where though), so I wonder how it would feel like with it being in there in the way I described.

Also, a couple of new screens of the boss battle I'm currently working on are live! http://zenzizenzicblog.tumblr.com/post/ ... oss-battle
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Re: Zenzizenzic

Post by Lord Satori »

bonus levels are something I rarely see in shmups. XOP Black has something vaguely similar to what you described, and Hellsinker has some hidden areas (though not really entirely new levels) that can only be found by achieving certain requirements. I think it'd be really cool, and would make this game stand out among the others.
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Re: Zenzizenzic

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Lord Satori wrote:bonus levels are something I rarely see in shmups. XOP Black has something vaguely similar to what you described, and Hellsinker has some hidden areas (though not really entirely new levels) that can only be found by achieving certain requirements. I think it'd be really cool, and would make this game stand out among the others.
Thanks for the info! I'm definitely going to give it some more thought :)
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Re: Zenzizenzic

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I'm going for adding bonus levels and am currently building one. I tossed a couple of screens of it online :)

http://zenzizenzicblog.tumblr.com/post/ ... onus-level
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Re: Zenzizenzic

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Demo is getting there! I’d say about 2-3 more weeks to go!
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Re: Zenzizenzic

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Zenzizenzic will be playable at Anime 2013, the largest anime con in the Netherlands, on Saturday the 1st of June. If you happen to be there, drop by and say hi!

http://www.animecon.nl/
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Re: Zenzizenzic (playable!)

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The game is playable now! It's a test version for the demo release, so I'd love to receive feedback on how to further improve this build.

Check the first post of the thread for the details.
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Re: Zenzizenzic (playable!)

Post by Ebbo »

I tried this for a little bit. Unfortunately my only way of playing this at the moment is with mouse controls and my mouse has seen better days so controls felt a bit cumbersome at first but luckily there is always the option to remap the buttons so that's cool.

Menu could use some refinement. It was somewhat strange when the confirm button changed from Space to Enter between menus.

In my opinion the game lacks some punch. While there is nothing offensive about the presentation or the gameplay itself, the game didn't really grab me that strongly either. The player feedback could have something to do with this. It's a bit hard to tell when I'm actually damaging the more resilient enemies and blowing them up doesn't feel that satisfying. Often I wouldn't even notice when my ship was hit or when I lost a shield, partly because both life bar and subweapon meter are pretty hard to see. As for the overall presentation, I understand that you were going for a more clean and slick theme but maybe the abstract look could be taken just a little bit further.

Also I felt pretty bummed when I wasn't able to aim while firing the laser. Maybe I was expecting something more along Gradius V. I'm not saying you should try something similar but... Just saying :wink:

To end on a high note, I actually found the bonus level concept pretty clever and well done. Also the music during that sequence really stood out from the rest in a positive way.
Hopefully you'll find at least some of this rambling helpful.
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Re: Zenzizenzic (playable!)

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Ebbo wrote:I tried this for a little bit. Unfortunately my only way of playing this at the moment is with mouse controls and my mouse has seen better days so controls felt a bit cumbersome at first but luckily there is always the option to remap the buttons so that's cool.

Menu could use some refinement. It was somewhat strange when the confirm button changed from Space to Enter between menus.

In my opinion the game lacks some punch. While there is nothing offensive about the presentation or the gameplay itself, the game didn't really grab me that strongly either. The player feedback could have something to do with this. It's a bit hard to tell when I'm actually damaging the more resilient enemies and blowing them up doesn't feel that satisfying. Often I wouldn't even notice when my ship was hit or when I lost a shield, partly because both life bar and subweapon meter are pretty hard to see. As for the overall presentation, I understand that you were going for a more clean and slick theme but maybe the abstract look could be taken just a little bit further.

Also I felt pretty bummed when I wasn't able to aim while firing the laser. Maybe I was expecting something more along Gradius V. I'm not saying you should try something similar but... Just saying :wink:

To end on a high note, I actually found the bonus level concept pretty clever and well done. Also the music during that sequence really stood out from the rest in a positive way.
Hopefully you'll find at least some of this rambling helpful.
Thanks for checking it out and for the feedback :)

I'm messing about with some ideas to make the interface a bit more visible, like a floating GUI which surrounds the player. That way the lives and energy are always visible and you don't have to look down to spot them. Also trying out floating score text, as in when you kill an enemy the points awarded pop up on the dead enemy's location. The larger the enemy, the larger the points text becomes. This might give the player a bit more feedback. Sound design is also not as solid as it should be, so it should improve on that front as well :)

Haha yeah, the laser got a bit silly when you could rotate around while firing the laser. It became quite overpowered and pretty much a screen cleaner of smaller enemies.

But overall, a bit more "juiciness" would serve the game well, and I agree!
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Re: Zenzizenzic (playable!)

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Indie Statik posted quite an awesome article on Zenzizenzic! :D

http://indiestatik.com/2013/06/23/zenzizenzic/
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Re: Zenzizenzic (playable!)

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New version is up. Playing on a 16:10 resolution with the mouse returns in a few issues with mouse position, so either use a controller, or play in 16:9 resolution. Hope to get the time to have that fixed soon.

You can download the new version here: http://www.bithuffel.nl/zenzizenzic.zip

And here's a gameplay video I whipped up last night: http://youtu.be/ZggvugkjYiM
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Re: Zenzizenzic (playable!)

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And again, new version!

http://www.bithuffel.nl/zenzizenzic.zip

Lots of small changes and some cool features added. Give it a whirl and let me know what you think!
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Re: Zenzizenzic (playable!)

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Quick update from the devlog:

Been working on new content the past while and it's going pretty well, quicker than I expected actually!

I've figured out a level structure for now, which is guaranteed to offer a variety of challenging encounters as well as a nice variety of ways to die. The current level in the beta (download) would be level 2. Level 1 would be a more basic level, offering a way for the player to get familiar with the base mechanics. Levels following that will steadily toss new, unfamiliar stuff towards you. I won't spoil the details just yet, but it's all aiming for highly challenging gameplay while nurturing that feeling of "one more time! just one more!".

So I've been mostly busy building those levels, making sure each encounter feels good, challenging but fair and varied. I'm aiming for something between 5 to 8 levels, all of course balanced for easy (doable), medium (less doable) and hard (hardly doable) difficulties on both singleplayer and co-operative play.

Also been adding some features into the Options menu, such as adjusting screenshake amounts, or even entirely disabling the background for a clear playing field. I'm considering to add some playership customization, like different colours and shapes. That shouldn't take too much time to implement (and level design takes priority), but it depends on the inspirational juices.

If you have any cool things you'd like to see in the game, let me know, and I'll definitely consider adding it! Be it ideas on level design, weapons, mechanics, ship designs, anything!

Cheers!

- You can grab the beta over here: http://www.bithuffel.nl/zenzizenzic.zip

Ps. If you're willing, show your support! Drop a like on Facebook, a follow on Twitter. Would be greatly appreciated! :)
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Re: Zenzizenzic (playable!)

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Some news!

- New build: http://bithuffel.nl/zenzizenzic.html (balance changes, multiple fixes)
- New trailer: http://www.youtube.com/watch?v=QlF5qbNteI4
- Support Zenzizenzic on Steam: http://steamcommunity.com/sharedfiles/f ... =177371672
- Grab the soundtrack: http://bignic.bandcamp.com/album/zenzizenzic-soundtrack

Also some screens of work in progress bits:
- A new level selection screen
Image

- Screen of level 3
Image

- Screen of level 3
Image

Note that the build still only consists of a single level, which is going to be level 2. Level 1 will feature fixed bullet trajectories, level 2 aimed at location bullets, level 3 homing bullets, level 4 scaling bullets and level 5 (the final level) enemies that will use player abilities.

Give it a whirl and let me know what you think!
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Re: Zenzizenzic (playable!)

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Been a bit of a while, but a new beta version is up again! This time around it features level 1 and level 2. Also added a couple of new features to the menu and lots of small fixes and additions.

Grab it over here: http://bithuffel.nl/zenzizenzic
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