



And the most recent trailer:
http://www.youtube.com/watch?v=8rpvlXisraM
And the most recent version:
https://www.dropbox.com/s/umfb3923rvc9a ... BGames.exe
In Extremis is not a bullet hell-styled shooter per se, but it has a more diverse and thematical approach in stage design, encompassing several different influences, not only in the realm of shmups but also in others genres of games. There is also a wide variety of weapons (called "aspects" for narrative reasons), which can be used in several different manners, through combinations of button presses and holds, rather than different weapons. In design terms, I tried to make a very pure game, without power-ups or any sort of collectable items (this will probably denounce me as big Treasure fan).
The game's main mechanic is the "drive" mode; destroying enemies fill up your drive bar, and when that one is full, you can activate drive mode: said mode is a cross between Hyper and Kakusei mode, as it dramatically increases yours aspects powers and range, and also slow down bullets to half speed. You can also cancel drive mode to use a more conventional smart bomb effect (cancelling bullets and dealing damage respective to the amount of drive you have left in the bar). You usually can use them around 3-4 times per stage.
The score system is as simple as it gets; hit enemies to raise your multiplier, destroy enemies to get points. Don't hit enemies for long, and the multiplier falls down. During drive, the multiplier locks, and cancelling drive resets the multiplier to 1. I think the closest relative to this score system is the one in Einhander.
There are seven available weapons so far, with twelve expected in the final version: they are:
Force of Many - the generiblaster, that transitions between a spread and a more focused shot depending if you mash or hold the button.
Oblivion Drum - a area-of-effect bomb, that you can control the detonation by pressing the shot button (think the side bombs in Radiant Silvergun)
Hunger Burst - the good old DDP beam (hell, I even based my code on a tutorial form this site, and this version still has the placeholder graphics from that tutorial). But this beam has a twist; the more enemies you destroy, the thicker and more powerful it gets (as the beam being pink and phallic already wasn't enough...). This makes the beam better to crowd-control popcorn enemies, and them dish out punishment to the larger ones. On this game version, it is still a bit bugged, not fixing on a target, but this will be corrected in the future.
Aura of Fury - creates a circle of damage around the ship, that gets more and more powerful per second; though when it get on the maximum point, it also destroys your ship, making it use a risk-reward proposition (the explosion from this suicide, though, is the single most damaging entity in the game, a clue I got from Battle Garegga).
Sword of Songs - a shot-range sword, that has more in common with Street Fighter than Radiant Silvergun or Einhander. On your disposition is a 3-hit combo, a zelda-like charge-and-spin, and a stab. This is probable the most fun aspect to use, but is also horribly bugged at this point.
Silent Tear - a piercing shot, that extends as it travels forward, and slows down if penetrating an enemy. Horribly overpowered in this version, you can basically trounce most bosses with it.
Shadowself - the closes thing In Extremis has to option, this aspect creates a shadow clone of your ship, that shoots when you shot your other equipped aspect. It also has charge shot, charged when you do not shoot for a while.
Experienced players will probably want to stick with the Force of Many + Oblivion Drum combo. Force of Many also works well with short range weapons, like Sword or Aura. Silent Tear is also a good match with Shadowself.
This version has three stages so far (the final game will have around 10, plus extras stages and challenges and all that jazz casuals love), with distinct themes already (generic space shooter, jazz, and technology). Right now, the game is a wee bit unbalanced (the first stage is dramatically more difficult than the other two, thanks to my brilliant idea to build the stages using timelines rather than scripts), with no choosable difficulty or rank, but this works as a test bed.
Some extra notes if you're willing to dip in this version:
-This a pre-pre-alpha, so is bound to be bugged as hell
-I'll change some bullets colors in the first stage, in order to have better visual legibility
-There are some weird stuff going on if you shoot in the stage complete screen
-Art is not done yet, and also there are plenty of visual and juice effects (particles, screen shakes) that haven’t been implemented yet