Hypnorain - Demo, Greenlight

A place for people with an interest in developing new shmups.
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keyreal
Posts: 1
Joined: Mon Mar 14, 2016 7:07 pm

Hypnorain - Demo, Greenlight

Post by keyreal »

Hi, I've been lurking this site for a while now but haven't really participated.

I've made a shmup and perhaps some of you might enjoy it.

Trailer: https://www.youtube.com/watch?v=hOOGYAGfhn4

Screenshots:
Spoiler
Image

Image

Image
You can find the free demo (Windows only for now) or even buy the game here: http://kircode.com/hypnorain

You can also help me Greenlight the game if you think it's worth it.

Let me know what you think!
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BulletMagnet
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Joined: Wed Jan 26, 2005 4:05 am
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Re: Hypnorain - Demo, Greenlight

Post by BulletMagnet »

Downloaded this a little ways back, finally taking a minute to respond to the demo:

- My laptop's not exactly optimized for gaming, but even in windowed mode I generally got between 30 and 50 FPS depending on how much was going on, so a bit more optimization or lower-end graphics options (turning off the gore, which comes across as a little silly to me anyways, comes to mind) somewhere down the line would be appreciated.

- The character sprite looks a little goofy IMO, with the legs kind of splayed out; enabling the "always visible" hitbox option helps on the practical end, but in terms of aesthetics you might want to test out poses more like those from ESP Ra.de or Shikigami no Shiro.

- The "special attack" and "special defense" system could probably do with a bit of tweaking; while you're encouraged to use the former in particular since your main weapon is pretty limited, you're also rewarded for having energy left over at the end of the level, which seems rather contradictory. A few other things you might consider, at least for "offensive" specials: 1) Allow players to hold down and release the "special" buttons to determine how much energy they use at a time, instead of a fixed amount per press, 2) Have the meter both build up and empty out quicker, so you can't simply stock a ton of energy to cheese through tough spots, 3) Perhaps include a proximity mechanic or other means for players to build up energy quicker than normal, and 4) If you do stick with the current "stock" system, make it clearer how close you are to earning another stock, rather than just having it suddenly appear.

- In some ways I kind of like having to remain immobile and stop firing to draw in gems, but I'm not sure it needs a separate button; while I'd leave the option to use it in there, I'd also allow players to attract gems by simply not pushing anything.

Hopefully this helps a bit, let me know if there's anything specific you want a bit more info on.
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