Infinity Danger

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DJ Incompetent
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Infinity Danger

Post by DJ Incompetent »

Eh! You! Play this!

It's You Will Die, which is Warning Forever, but with twinstick and great presentation. Global Leaderboards, eternal bossfight, stuff 'n stuffs.
http://www.youtube.com/watch?v=0PWrCX4d31I

360 Indie. $1
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Kollision
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Re: Infinity Danger

Post by Kollision »

no music?
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DJ Incompetent
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Re: Infinity Danger

Post by DJ Incompetent »

There's 2 tracks. They are Ikaruga-y. That's what they remind me of anyway.
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Sumez
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Re: Infinity Danger

Post by Sumez »

Damn!! Awesome 2.5D effects, you really pulled that off well! :)
Brilliant explosions, too
TodayIsForgotten
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Re: Infinity Danger

Post by TodayIsForgotten »

It's a pretty nice game. Great presentation but I do not think the hitbox is the cockpit like the devs said and i do not like the restricted access to the whole screen. It makes it very easy to run into a wall when you think you have room to manuever. With that being said, when the armor gets to level 5 and you have about 2 ship lengths of movement...sorta makes the game pointless at that point.

I understand you can't live forever but at least give the player the illusion that they will.
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brokenhalo
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Re: Infinity Danger

Post by brokenhalo »

TodayIsForgotten wrote:It's a pretty nice game. Great presentation but I do not think the hitbox is the cockpit like the devs said and i do not like the restricted access to the whole screen. It makes it very easy to run into a wall when you think you have room to manuever. With that being said, when the armor gets to level 5 and you have about 2 ship lengths of movement...sorta makes the game pointless at that point.

I understand you can't live forever but at least give the player the illusion that they will.
pretty much the same complaints. hit box feels huge, arena is a bit too small when you get up in levels and the walls are sometimes hard to judge. also, fml when the boss decides to start adding tons of lasers. one of the messages seemed to indicate that the boss likes to add more of whatever he's killing you with, but i'm guessing it's more or less random if you haven't died yet.

other than that, really fun game. i'm currently 12th on the leaderboards and trying to hunt you down, mr. "worlds greatest shmup player" :mrgreen:
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Sumez
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Re: Infinity Danger

Post by Sumez »

Can't you just expand the "arena size" on higher levels, allowing the game to continue infinitely?
WaaghMan
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Re: Infinity Danger

Post by WaaghMan »

Thanks for the feedback guys, we're working on an update that should fix the three issues that most people has pointed out:

* Arena size too small (Also indicating more precisely where the arena border is).
* Player collision box too big
* The boss moves to the corners too frequently (this is due to the boss "fleeing" when you destroy a piece, if you rapidly destroy many pieces the boss ends going to a corner). This should be mitigated by increasing the arena size, but we'll reduce the fleeing effect a bit too.

Other suggestions are welcome :).

BTW, answering to brokenhalo comment, each weapon has a dynamic weight that depends on the times you destroyed the weapon and times you were destroyed by them. But it's still random, so even if you get killed a lot by other weapons, there's still a chance for laser beams to appear.

I recommend you take a look at the stats, here the weapons that kill me the most are Vulcan and Needle.
sjewkestheloon
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Re: Infinity Danger

Post by sjewkestheloon »

I've enjoyed my time with it but second the issues stated above. I really dislike the way that the boss spawns arms on top of you from about level 7 onwards leaving you no room to move.
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postman
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Re: Infinity Danger

Post by postman »

Glad to see the developers are listening!

Be sure to post when the patch comes out, I gave up on trying to rank up on the leaderboards due to off screen boss parts/cheap deaths......
Don't just dodge bullets, dance around them.
rockaroller
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Re: Infinity Danger

Post by rockaroller »

I also went through the same problems while playing the trial version. But seeing that the developer is interested in community feedback is really good, and as soon as I know the patch is released, I'll buy it.
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brokenhalo
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Re: Infinity Danger

Post by brokenhalo »

rockaroller wrote:I also went through the same problems while playing the trial version. But seeing that the developer is interested in community feedback is really good, and as soon as I know the patch is released, I'll buy it.
honestly, i'd say buy it anyway, as even unpatched it is awesome. i'd put this right up there with "score rush" as an absolute must-own xblig shmup. and it's extremely inexpensive!

also, great to see you on the forum Waaghman. i can't wait to play the patched version, and i hope this game does well for you.
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Ghegs
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Re: Infinity Danger

Post by Ghegs »

Got into XBLIG stuff just recently and picked this up. Excellent value for 80 MS points. Very fun too, just broke into sub-100 on the ranking list. Aside from the ones already mentioned, my biggest problem with the game is that the bullets are so shiny it's sometimes hard for me to see them. Any chance to make them less shiny or have a slider in the options to control the shininess?

On another note, my right thumb is always on the verge of slipping off the analog stick. I feel like I need to duct tape that mutha down.
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Daigohji
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Re: Infinity Danger

Post by Daigohji »

Bought it and enjoying it so far. I echo the issues that have been mentioned though. With some of the larger configurations, there doesn't seem to be a way to clear out a patch of manoeuvring space before it either fills the whole space with fire or just ram-raids me into the edge of the screen. In a game like this I need to be feeling that every time I die it's because I made a mistake, not because I'm up against a configuration that crushes me against the walls before I can do any damage. In its current form it starts well, but lacks the complusion it could have with some further fine-tuning. With a smaller hitbox and some more work to balance the larger configurations I could see this becoming endlessly addictive.
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WaaghMan
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Re: Infinity Danger

Post by WaaghMan »

Hi guys, we've submitted an updated version for peer review which features the following changes:

* Increased area size by 30% approximatedly
* Decreased player ship collision box size by 50%
* Added a red border so players can clearly see the arena limits
* Decreased a bit the needle and ballistic weapons effectiveness.
* Decreased laser beam opacity when it’s still charging.
* Increased a bit game performance on higher levels.
* If a slow frame rate is detected, the game speed is reduced a bit.
* Piece destructions don’t push the enemy to the borders as much as before.
* When the enemy is in the border of the arena, it will try to move to the center.

Sorry Ghegs but I didn't read the bullets suggestion in time. I'll write it down for a future update.

The time it can take to be approved varies, but it usually takes 4-6 days.

BTW, somebody got to level 21, that's just crazy... Our best score right now is on level 14.
WaaghMan
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Re: Infinity Danger

Post by WaaghMan »

The update has been approved, you should be notified the next time you start the game.
sjewkestheloon
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Re: Infinity Danger

Post by sjewkestheloon »

Seriously admirable response there man, will look forward to trying it out tonight.
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Slump
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Re: Infinity Danger

Post by Slump »

Ghegs wrote:On another note, my right thumb is always on the verge of slipping off the analog stick. I feel like I need to duct tape that mutha down.
I'm the same way when it comes to twin stick shooters. Luckily I've spilt more than my fair share of beer on each of my 360 controllers providing a natural adhesive base with a fresh hoppy scent :lol:. Also, Thanks for the info on the update, I was putting off buying this cause it just seemed too frustratingly claustrophobic for my tastes. A 30% increase in area size means an 80 point reduction in my account balance.
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postman
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Re: Infinity Danger

Post by postman »

Wow, great job team, it now feels 1,000 more fair when fighting the bosses.......they still hid a bit for me, but everything else is great. And a response time of less than a week too..........
Don't just dodge bullets, dance around them.
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mjclark
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Re: Infinity Danger

Post by mjclark »

Since when has this been available for PC? Just got on the IndieCity beta and it was on there for £1.20 so I checked the Milkstone Studios site and the PC version's there for download too :D
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WaaghMan
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Re: Infinity Danger

Post by WaaghMan »

We released the game for Pc around 3 weeks ago. We haven't managed to put the game on any of the major Pc gaming platforms though :(.
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mjclark
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Re: Infinity Danger

Post by mjclark »

Wooh! And now Infinity danger is temporarily FREE on IndieCity:
http://www.indiecity.com/game/InfinityDanger

I don't regret the £1.20 I spent on it at first release though :D
A truly brilliant game...
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BPzeBanshee
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Re: Infinity Danger

Post by BPzeBanshee »

Had a go at Infinity Danger after seeing mjclark's post - IndieCity's download client had me a bit iffy but the game itself is definitely okay. Obvious port from 360 though - the devs haven't even bothered to change "Are you sure you want to exit to dashboard?".

Just to clarify, IndieCity's client is only for downloading but not a DRM bullshit thing like Steam right?
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Observer
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Re: Infinity Danger

Post by Observer »

BPzeBanshee wrote:Had a go at Infinity Danger after seeing mjclark's post - IndieCity's download client had me a bit iffy but the game itself is definitely okay. Obvious port from 360 though - the devs haven't even bothered to change "Are you sure you want to exit to dashboard?".

Just to clarify, IndieCity's client is only for downloading but not a DRM bullshit thing like Steam right?
It seems so. Didn't try it myself because I really can't stomach to make yet another account after falling for that terrible Little Big Bunch thing...

WaaghMan: The game has all the potential to hit Steam thanks to its low price (just don't forget the golden rule of business that sometimes a very low the price can actually play against a release), nice graphics, achievements and all. See if you can polish up the textures a bit (a constant grievance I keep reading), spice up the options menu with extra configurations (VSync, AA, multiple resolutions including 4:3 ones please, etc. or, if they are already there, highlight 'em) and apply the leaderboards. Like it's said above, remove the blatant 360 port text, slap an "Extended", "HD" or whatever tag helps to differentiate it from the vanilla release.

The broader and more "business-like" the material you send to them, the more it shows a PC-oriented build that takes into consideration the quirks of this very particular platform, the better. Have confidence!
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WaaghMan
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Re: Infinity Danger

Post by WaaghMan »

Sorry about the exit to dashboard thingy, it totally slipped our minds. We'll submit an update next week.

Multiple resolutions, AA, Vsync settings, etc. are already there, on the settings section, including 4:3 support.

We're just 2 people and are working hard on new projects along with porting the older ones to many PC platforms, so it's being really hard to keep the focus.

We've contacted Steam but received no reply at all. And Desura refuses to unlock the game page so we can't even try to publish the game there.
PC Engine Fan X!
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Re: Infinity Danger

Post by PC Engine Fan X! »

Is it possible to add 4:3 screen aspect ratio option on the menu screen to the 360 version of Infinity Danger?

I've got a 360 Slim hooked up to an Egret II candy cab via a Scart to Jamma adapter setup but the 29" Nanao arcade monitor is only an old-school 4:3 one at best. Of course with the Taito Vewlix cabs, they come with a 16:9 widescreen LCD monitor (perfect for displaying those 16:9 XBLIG titles indeed).

PC Engine Fan X! ^_~
WaaghMan
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Re: Infinity Danger

Post by WaaghMan »

To tell the truth I don't know half the things you're talking about :oops: , but Infinity Danger on the Xbox 360 should support 4:3 aspect ratios as well. It just uses the screen size you have selected in the Xbox system settings, so if you have set 1024x768 for instance, it just should work.

The only usual aspect ratio not fully supported on the Xbox 360 is 1280x1024, since it's bigger than 1280x720 and the game ran slower on that resolution.
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Re: Infinity Danger

Post by mjclark »

Observer wrote: Didn't try it myself because I really can't stomach to make yet another account after falling for that terrible Little Big Bunch thing...
Hey Observer! You can buy it direct from Milkstone site for $4
BPzeBanshee wrote: Obvious port from 360 though - the devs haven't even bothered to change "Are you sure you want to exit to dashboard?".
Also conversely, left and right trigger settings are reversed in PC and 360 versions which is a bit confusing if you've got both- any chance of fixing that too?

What's going on? There's still only ten people on the PC scoreboard even though it's for free (!).
We need at least twenty on there to unlock that Elite award eh?
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BPzeBanshee
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Re: Infinity Danger

Post by BPzeBanshee »

mjclark wrote:
BPzeBanshee wrote: Obvious port from 360 though - the devs haven't even bothered to change "Are you sure you want to exit to dashboard?".
Also conversely, left and right trigger settings are reversed in PC and 360 versions which is a bit confusing if you've got both- any chance of fixing that too?

What's going on? There's still only ten people on the PC scoreboard even though it's for free (!).
We need at least twenty on there to unlock that Elite award eh?
I can't even see the online scoreboards, it just has mine and calls me the World Record guy. I don't know if that's a bug or something I'm doing (I didn't change anything besides screen res).
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mjclark
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Re: Infinity Danger

Post by mjclark »

BPzeBanshee wrote: I can't even see the online scoreboards, it just has mine and calls me the World Record guy. I don't know if that's a bug or something I'm doing (I didn't change anything besides screen res).
That's happened to me a few times on first launch but if I exit and relaunch the online scores show up- currently ten!
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