Unity's great. I use it - I really just meant that for this particular type of game, there's a whole bunch of people who will want to buy your game on xbox360 for up to $5 depending on how you price it.
dmitsuki wrote:you are penalized for using bombs in the game after-all.
All I'll say about that is times are changing. There's a definite change in mood around here recently in terms of what people are playing and how people are approaching shooters. People are starting to lean more towards Raizing and Seibu Kahatsu for inspiration and I think a very welcome return to a more classic style of shooter.
Not only do these games rock - but it's important to really look at the current climate of "retro games" (urgh! the term!) in general. Bullet Hell games came in to being due to a need to compete with the flashier 3D titles that were creeping in to arcades. They had to be just as enticing. The reality is that we're now well past that era and sadly - arcade are dying.
With people being a lot more open to actually spending their money on low budget indie titles than they were in the past - there's a definite opportunity for the right shmup to break out and get the attention it deserves.
My games just approaching the $1000 mark and I've not really advertised it and to be honest - it's not really that great of a game. There's a metric fuckload that I need to improve in it and when life settles again I will be putting that patch out there for sure. But the point is, if a niche audience will put $700 in my pocket and $300 in Microsofts for a title as rough around the edges as Chronoblast - then a seriously well polished shooter has a chance of making even more.
Specifically though, I'm talking about shooters that are blatantly inspired by Japanese games. If you look at the shooters in recent years that have been successful on the indie scene - most of them are side scrolling euroshmups and there hasn't been a lot of representation of 'our scene' that's made it in to the public eye with any sort of roaring success.
I can only attribute this to a few things:
* Poor game design resulting in unfair difficulty for beginners
* Lack of consideration for beginners
Now, neither of these points mean your game needs to be easy. Look at most Cave games where the first stages are pretty mild. It's about giving the player their share of fun, right?
I've come around to a way of thinking however, that leads me to believe that penalising a player for bombing is not the way we need to be going in the future and far be it from me to lecture you on how to design your game - but I really do think we need to start giving consideration to alternative mechanics that encourage strategy and planning as opposed to just hoarding bombs.
For instance, Crimson Clover has a great system where you dont really want to use a bomb - but it's there. It's infinitely more satisfying to go for a full break and even then you're looking for just the right spot to use it so you can get that double break going on. This is good design! You're keeping the player from being too trigger happy with their bombs if they're playing for score - but it also means that a novice can panic bomb quite regularly and get through earlier segments of the game. CC won't let you do this on later stages - but its a great carrot to dangle.
So in closing, there's a lot of ways you can address the bomb satisfaction. As I see it, if you're going to be targetting a very niche audience and targetting "casuals" is not on your radar - then you don't need to do a damned thing about the bomb due to the fact the people playing it are most likely going to be rabid genre fans going for score.
Hope that all makes sense, it's a bit of a mish mash of various thoughts all combined in to one big thing I know - but it's really how I'm feeling about the genre at the moment. I still think it's entirely possible to make a game that looks and plays like the extremely popular games out there - but with just enough of a subtle change to make it appeal to people who prefer other.
Incidentally, you mentioned Mars Matrix as inspiration. What is the first unique thing you think of if I say "first time playing Mars Matrix"? Yep... that charging bomb system that lets you bomb the shit out of the game without having a clue how to play.
Changes dont need to be major.. just subtle. Subtle changes can make
so much difference.
Okay, done ranting at you with "helpful advice" now. Feel free to tell me to piss off
