So I’m working on a shmup and thought it would be a good idea to stop lurking here and start posting. I’m hoping that this one will do well enough that I can start pull a team together to make small company with heavy focus on shmups.
The game I’m working right now is Pixel Danmaku, aptly named for the simplistic graphics that my limited coding mind can muster. I’m trying to make the game accessible for casual players by dialing down the difficulty on normal and easy but really ramping it up past hard, very hard, and beyond. I’ve got a good array of friends of various skill levels that are plenty willing to help with testing the difficulties too.
The scoring is based around golf rules. Each level has a “par” that counts up as you go through the level. At any point if your time is below that time, enemies drop more score pickups. Of course if you take too long, your time will rise above the “par” time and enemies will drop less. This whole thing is represented by a double sided bar I called the Time Gauge. I’m using this to reward aggressive gameplay with higher scores. It’s like a time bonus that is rewarded or penalized each time you defeat an enemy.
Aggressive gameplay is achieved by switching between Power, Shield, and Speed mode. Each one has a different power and bullet spread that increases by getting points while in those modes, and switching between them causes 1 second of immobility. Theirs specials are each different and last at most 2.5 seconds and have a cooldown of 30 seconds. Using the beat all Overdrive Mode uses up 25% of the power of each mode, limiting the spammability of it but making it necessary to not waste gained points.
I’ve read through a lot of the developer tips in this section and I’m not sure if there’s anything I could improve or remove to help it thrive. I’ve got a kickstarter going for it in to get things started up faster, but it’s not really going too well. If you guys can give me feedback on the project or any help on the funding side, I’d be amazingly grateful. I really want to make a development company to spotlight the shmup genre. Thanks for any feedback.
https://www.kickstarter.com/projects/59 ... el-danmaku
Pixel Danmaku - Looking for Early Feedback
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Pteriforever
- Posts: 250
- Joined: Mon Dec 17, 2012 10:53 pm
Re: Pixel Danmaku - Looking for Early Feedback
Hmm.
I like the concept of switching between modes, but I don't think the par time system will work very well in practice because the amount of time shmups take tends to be approximately the same with every run.
You should also probably cut out any randomness in the bullet patterns -- it rarely adds anything and it ruins competitive play.
Finally, you really, really don't need a kickstarter and should probably cancel it. All of my shmups cost absolutely nothing to make.
Sorry if it sounds like I'm being too negative... I am interested to see where this goes and I'll prrobably play it when it's done as long as it's free. I like the artstyle, it reminds me of Crimson Phoenix.
Good luck!
I like the concept of switching between modes, but I don't think the par time system will work very well in practice because the amount of time shmups take tends to be approximately the same with every run.
You should also probably cut out any randomness in the bullet patterns -- it rarely adds anything and it ruins competitive play.
Finally, you really, really don't need a kickstarter and should probably cancel it. All of my shmups cost absolutely nothing to make.
Sorry if it sounds like I'm being too negative... I am interested to see where this goes and I'll prrobably play it when it's done as long as it's free. I like the artstyle, it reminds me of Crimson Phoenix.
Good luck!
Starhall || Abmneshi || Starhall 2
RegalSin wrote:The art in my opinion is quesitonable, because it looks like it relies on computer art
Re: Pixel Danmaku - Looking for Early Feedback
Why is the first step for all new indie developers, is to ALWAYS post a Kickstarter? Call me old-fashioned, but I just don't understand it. It's very odd seeing someone asking for a bank loan just to make their first couple(sub-par usually) games.
But I'd suggest NOT catering to newbies AND hardcore players. It can be done, but the results usually don't attract either type of player - it's just extra, unnecessary work. Newbies to shmups usually play better shmups to start, and hardcore players already play better shmups than this one. Both groups have plenty of free and low-commitment shmups to dive into.
It's better to just target one group or the other. Either way, I don't see all those complicated game systems doing any favors. The time attack mechanic seems almost worthless, based on the fact that it takes some serious development for it to work, the fact that shmups usually work better on a fixed timeline(especially for competitive play) and the fact that your game already has multiple game systems tacked on, so it's not even worth the effort for you.
Go ahead and play a lot of JP shmups. Take note of what they include and what they DON'T include. Then you can also ask the development forum members questions about why your new, thought-up "original" mechanics wouldn't be a good idea. Many people here are experienced in what they like/what should be in a shmup, so don't be afraid to ask. You can also look in all the posts here too;you're not the only one who has original shmup ideas.
Regardless, I'm curious to see how your KS pans out though.
One thing I'd highly recommend is being STRICTLY realistic about your KS budget. If it doesn't really require $8k, don't ask for $8k(unless it's Crimzon Clover, shmups usually don't require that much money to make). It hurts you MORE if you overshoot or ask your exact budget amount, and you don't have any confidence built up yet.
Also, try not to be bummed unless you have a week or less left and your goal isn't even 50% met. That's when you fret. Overall, having a dedicated audience would be a great idea if you wanna raise money. But you gotta make/finish games first.
But I'd suggest NOT catering to newbies AND hardcore players. It can be done, but the results usually don't attract either type of player - it's just extra, unnecessary work. Newbies to shmups usually play better shmups to start, and hardcore players already play better shmups than this one. Both groups have plenty of free and low-commitment shmups to dive into.
It's better to just target one group or the other. Either way, I don't see all those complicated game systems doing any favors. The time attack mechanic seems almost worthless, based on the fact that it takes some serious development for it to work, the fact that shmups usually work better on a fixed timeline(especially for competitive play) and the fact that your game already has multiple game systems tacked on, so it's not even worth the effort for you.
Go ahead and play a lot of JP shmups. Take note of what they include and what they DON'T include. Then you can also ask the development forum members questions about why your new, thought-up "original" mechanics wouldn't be a good idea. Many people here are experienced in what they like/what should be in a shmup, so don't be afraid to ask. You can also look in all the posts here too;you're not the only one who has original shmup ideas.
Regardless, I'm curious to see how your KS pans out though.

One thing I'd highly recommend is being STRICTLY realistic about your KS budget. If it doesn't really require $8k, don't ask for $8k(unless it's Crimzon Clover, shmups usually don't require that much money to make). It hurts you MORE if you overshoot or ask your exact budget amount, and you don't have any confidence built up yet.
Also, try not to be bummed unless you have a week or less left and your goal isn't even 50% met. That's when you fret. Overall, having a dedicated audience would be a great idea if you wanna raise money. But you gotta make/finish games first.
Re: Pixel Danmaku - Looking for Early Feedback
Self-funded as in what? What has cost you if you work on it during your free time? Did you pay for the graphics, music, or what?Pixel Danmaku has, until now, been entirely self-funded. Our team has been working on it in what little free time we have.
I, at least, don't feel like I should be paid for doing a bullet hell during my free time

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Lord Satori
- Posts: 2061
- Joined: Thu Jul 26, 2012 5:39 pm
Re: Pixel Danmaku - Looking for Early Feedback
Didn't you try to get us to pay you for one of your "Cagar labels" at one point?Cagar wrote:Self-funded as in what? What has cost you if you work on it during your free time? Did you pay for the graphics, music, or what?Pixel Danmaku has, until now, been entirely self-funded. Our team has been working on it in what little free time we have.
I, at least, don't feel like I should be paid for doing a bullet hell during my free time

BryanM wrote:You're trapped in a haunted house. There's a ghost. It wants to eat your friends and have sex with your cat. When forced to decide between the lives of your friends and the chastity of your kitty, you choose the cat.
Re: Pixel Danmaku - Looking for Early Feedback
Yes that is correct, but I didn't except or ask to be paid during the time that it was still in development. (Which is the case here, and which is what I meant)
I didn't do it as a job, and neither are these guys. He outright states it.
And that's why this quote feels odd
I didn't do it as a job, and neither are these guys. He outright states it.
And that's why this quote feels odd
Pixel Danmaku has, until now, been entirely self-funded. Our team has been working on it in what little free time we have.
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tiaoferreira
- Posts: 252
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