Eradicate the numerously superior heretic alien forces that threaten the Empire. The word and force of the Emperor still rules the galaxy.
T.W.T.P.B. is a stylized retro arcade shoot 'em up game with tons of action and strategic elements.
Game Features
* Frantic bullet hell action in 10 levels
* Collect and use the Energy of the aliens to unleash special abilities
* Intense fights with 10 unique bosses
* Online hall of fame over the Emperor's finest pilots
* XZ-75fh Imperial Fighter/Hunter ship with easily mastered controls
* Integration with the Spell of Play Community
(i couldnt get it to run, some kind of DLL error.....)
I got sent the press releases a few days back and totally bloody forgot to post them here.
So here you go if you're interested - these are from the developer:
T.W.T.P.B. a stylized shoot 'em up with tons of action and strategic elements has just been released in a public beta version, there are also new screen shots and a new gameplay video at the T.W.T.P.B. homepage.
Kalmar, Sweden - September 12, 2008 - Spell of Play Studios announce the public beta release of the shoot 'em up game T.W.T.P.B. The game features intense boss fights, special abilities and strategic thinking as well as the frantic action of a shooter.
Video gamers and shooter fans can grab a copy of game's beta demo and experience the gameplay. "Feels great to move into the next phase of development and focus on game balance, testing and adding polish. Our community have been paramount in our efforts so far and will definitely continue to be so." says Tobias Olsson, the lead developer of T.W.T.P.B.
The game is developed iteratively and gamers are encouraged to supply their comments and suggestions throughout the development. New releases are published once every fourteen days, and so far the game has been released 21 times.
Actually - the second and third releases say almost the same thing.
I guess someone who's following the development could submit a comment explaining that the realization seems wrong on many levels.
1. Widescreen verts are stupid. Using extra space is worthless if all it effectively does is restricting the game to shooting slower bullets; otherwise the player won't even be able to track their trajectories properly. If you look at the trailer, the player doesn't even try to move up to the upper half of the screen because it's always occupied by bosses, enemies, or undodgeable waves of bullets. Stage 3 of DoDonPachi puts players under pressure far higher than anything seen in that trailer. That's because DDP's intent to kill the player is almost tangible, while this game is quite apathetic.
2. Adding a lifebar to what seems to be a bullet hell shooter (many bullets, relatively small hitbox) is fundamentally wrong because it removes all the perceived difficulty so prominent for their massive success. It looks as if it's simply made as an excuse for the combination of enemy attack paradigm with the chosen control scheme.
3. Using a huge playing area mostly for spam attacks is very, very wrong. This is not intense, not strategic, and not interesting at all.
4. Scoring system from 80's is not something considered cool nowadays. Western developers should have known by this point.
Also, is it just me, or the ship's attacks are basically copies of those from other games such as Ikaruga, Star Soldier, etc.?
Matskat wrote:This neighborhood USED to be nice...until that family of emulators moved in across the street....