(This was the development thread, but the game is now complete. Still, feel free to ask any development related questions here or on the main thread.)
Visit the main thread for this game HERE.


What's it written in? Either XNA/C# or you're sitting on an actual 360 devkit?It's also Xbox compatible, but I'm not a fan of the XBLIG network, so I'm holding off on the Xbox release for the moment.
Thanks! I wanted the ability to be something that would help out in lots of normal situations (avoiding spread shots, collecting guns, etc.) and not just for the designated attacks which required warping.n0rtygames wrote:Looks cool! Hope this does well, very attractive game and I like the teleportation mechanic. Things like these are risky but it looks like you've done it well from the trailers and it's not just a gimmick
No, I haven't got my hands on a devkit unfortunately! It's all C#/XNA.What's it written in? Either XNA/C# or you're sitting on an actual 360 devkit?
Thanks!wondersonic wrote:Interesting: teleportation and great graphics, congrats.
Not yet. But soon.Udderdude wrote:Any test/demo version we could try out?
Yup, those notches are where you'll end up if you warp, and you can toggle the circle's radius between short and far jumps (though you can get through the whole game on one setting, it's a handy trick for higher difficulties.) A visible hitbox doesn't really seem necessary to me, as the game doesn't typically require that super fine level of dodging you'd get from a bullet hell game. It's really more along the Batsugun / Kamui / Einhänder style of prioritizing fast, aggressive combat over slow, cluttered waves. That's not to say it doesn't have screen filling geometric patterns - it's just that the spacing tends to be more forgiving in exchange for faster tempo. Anyway, I'm glad you'll now get to see this mechanic in actionBareknuckleRoo wrote:Are those notches on the circle around the ship indicators where you'll pop up when you teleport? I'd actually imagined this as a special ability in a game before that'd work something like this, but I've never actually played a game that's done this. A toggle for a visible hitbox might be nice as the ship's main body is a long oval, so it's kinda hard to tell where bullets will collide just by looking at the sprite.
Yeah, I can't think of another game that uses this mechanic either, or I wouldn't have bothered making this one. I did see a game, while I was already underway with Valkyrius, where the player could pause the action and choose a place to warp to by using a special bar. But even though the concept of "warping" was pretty similar, the mechanic itself plays out very differently.BareknuckleRoo wrote:The only game I can think of that comes close is Subterranean Animism where Reimu A has the ability to warp from one side of the screen to the other by double tapping when she's at the side (press the arrow key twice when at the edge of the screen when not firing), so basically a limited form of teleportation exclusive to only one shot type in the game. The game's not really designed around it or anything.