Grab, an intensive online shmup

A place for people with an interest in developing new shmups.
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Koukan
Posts: 1
Joined: Fri Mar 04, 2016 2:50 am

Grab, an intensive online shmup

Post by Koukan »

Hello everyone,

Grab is a top-down intensive and competitive shooter. Inspired by the classics of its genre, Grab reproduce a skill based game while adding a missing feature : network co-op.

Trailer: https://www.youtube.com/watch?v=8n7UyB2qSOE
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Key Features :
  • Up to 4 players local co-op
  • Up to 4 players network co-op through a matchmaking system
  • Challenging gameplay with 3 difficulty levels
  • Neon graphics
  • Innovative patterns and bosses
  • Leaderboards
  • Replay system
We plan to add these features in a near future :
  • New maps
  • Achievements
  • Map editor
  • Community content sharing
  • Endless mode
If you like our game, please consider voting:
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Thanks to comment and give advice, we appreciate all your help. :-)

You can download a demo version here.

Some links:
Greenlight: http://steamcommunity.com/sharedfiles/f ... =614038884
IndieDB: http://www.indiedb.com/games/grab/
Twitter: @voxnihilo
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BulletMagnet
Posts: 14149
Joined: Wed Jan 26, 2005 4:05 am
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Re: Grab, an intensive online shmup

Post by BulletMagnet »

A few thoughts on the demo -

- My laptop is admittedly not great, but in fullscreen the frame rate dropped a lot, so at least a windowed mode option would be nice to include.

- I think the overall look of the game is fine, but at the boss I found that smaller bullets could easily sneak "under" the larger ones and thus be tough to keep an eye on; some means of making individual enemy shots easier to make out in situations like that would be appreciated.

- I'd reconsider emptying out the player's shield stock after dying, as this makes it difficult to recover after a mistake, much as reducing one's power level to "pea shooter" did in many older shmups.

- Is there any notable scoring system at work here? If there is it's not obvious...
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