This isn't even close to finished, especially graphically it's largely placeholder, but I want some feedback on gameplay and whether it's a sensible direction and whether the thing is fun enough to try to make it look (or sound) more reasonable (I'm sort of planning some 3D-type background stuff).
This is basically the first build where I kinda have most of the important things working and sort of have 5 short stages so it feels a bit more whole, and I figured it's time to let people try and let me know how it rates on the garbage-o-meter.
Hopefully this link works (32MB, mostly my wonderful music takes some space, so I'd rather not host it on my regular webhost).
There's a separate screenshot too (see link), but doesn't seem one can link images from there to here.
There is only one difficulty currently, which shall henceforth be called "arcade" which starts easy and then gets a bit more difficult for stages 3/4/5 (but nothing too extreme, please let me know how you think it feels). The bullet density is intended to be "relaxed" but most people would probably still call it a bullet hell... or maybe popcorn hell. Bosses are short because.. well they are supposed to have about 4 patterns each (so not that long really), but .. they don't yet (and .. right now they are kinda too easy too, and too many simplistic patterns, and generally suck, but yeah).
You need a reasonable CPU and a "real" GPU (might not run on Intel integrated, try the patch1 exe). It's not horribly demanding, but it's not very well optimized either (too much overdraw, stupid algorithms, messy shaders, you name it). You have been warned. Any "gaming" system should handle it, but my (cheap) laptop with slowish AMD processor/integrated does get some slowdowns at times.
It's C++ and Direct3D9, but .. I tend to try to "make it work, then make it fast" and right now we're in the "make it work" phase.

You need DirectX 9 libs. The original needs MSVC2008 runtime, the patch1 version doesn't.
Controls:
Keyboard: A/S/D for autofire/focus/bomb, arrows to move, space for pause.
X360 controller: X = autofire, A = focus, B = bomb, either dpad or left stick to move, Y = pause.
In menus you can use enter/esc too, if you want to.
Yes I know A/S/D is not the standard, but the standard locks arrows on my laptop, and I like to be able to test on that thing too.
Settings:
It tries to run at desktop resolution and vsync (or 62.5fps=16ms if vsync is higher or doesn't work.. this probably need some work).
The game itself is 4:5, assumes pixels are square and will add black borders as necessary.
There is: F5/F6/F7 for TATE (appears to work), F10 for "quick close" and F11 to toggle windowed mode (which can be resized).
Settings menu not implemented, it's the main thing still missing.. well.. except art.
Gameplay:
Try not to get hit by bullets (currently enemies just bump you, but that might change).
Shoot enemies for stars, collect stars for multiplier (resets each stage for now). Both activities award some score.
The star attraction range is smaller when in focus-fire and larger if you stop shooting. Good luck with catching them all.
If you die, you'll lose some of your multiplier. Bombing (no damage, just clears bullets) has no effect on score.
Grazing makes a click-sound, but is otherwise useless in the current scoring system (left the effect in anyway).
There are extends at 25mil and 100mil (no sound effect yet, sorry).
Should probably put the second extend at 75mil, but then again stages need work anyway...
There are no continues.. because what's the point, practice has infinite lives (counts misses though).
If you 1cc arcade you get to fight the TLB, which is unavailable in practice mode.
It's not very hard or anything, but gotta have some sort of incentive.
Should probably add some lives/bombs left at clear bonus, but right now there's none.
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Anyway, let me know if it's fun.. and whether it's worth putting more effort into..
