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A jam submission

RoboTemplarView game page

Mega Man + ClassicVania, but bullet hell = ShmupVania!
Submitted by Vesuvius-Dev — 2 days, 8 hours before the deadline
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RoboTemplar's itch.io page

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Comments

Submitted(+1)

I recorded some short video of me trying out your game

https://litter.catbox.moe/grzls3.mp4

It's the older linux version, no commentary. Watch/download before the link expires.

The video must look really weird with no commentary. Like I am doing some weird things. The reason for that is because for some reason the game would sometimes ignore my input, and make my character stop. I do not know if it's linux specific bug, weird velocity resetting, or maybe you are reading input in fixed update instead of an update, but it made it really hard to play.

I am sorry I did not ply for longer. I tried to figure out when I had problems with input for the most part.

Developer

thank you for playing. 

- the game would sometimes ignore my input, and make my character stop

I don't have a linux setup to test this, but maybe you resolved already for me: movement is indeed set to fixedupdate. I'll study a solution.

Submitted(+1)

you should read input in update, but move using physics in fixed update.

I'm happy I can help

Submitted(+1)

Definitely preferred it with gravity. Zero gravity with no momentum feels off, and adding momentum would make precise movement impossible. I also have the hunch that having gravity allows for more interesting and varied level design. Or you could just do both and have some levels with gravity and some without.

Developer

I'm really surprised that you preferred the 'original' since you are a fellow touhou enjoyer.

I've made this game but I really dunno how I would value it as a shmup player. I agree that you technically can have both grav/nograv/wtfgrav, for variety sake, but one style must be the default one.

Thank you again dude.

Submitted(+1)

I think this game shines best when it treats the different subweapons as pieces to solve a puzzle. I enjoyed the rooms styled around the laser or the axe and figuring out the safest way to progress through the different spawns with the least danger.


I would actually second your idea you had below to completely cut the gravity, I kinda thought the same while playing, I feel you could have a lot more dense bullet patterns and precise dodging if you don't have any drag or gravity, etc. Although that would change the genre almost, but I could see some bullet hell/castlevania crossup working. Either way, this had a lot of cool moments and a good feel to it, good job!

Developer(+1)

Thank you! glad you enjoyed it. 

>I think this game shines best when it treats the different subweapons as pieces to solve a puzzle.

That was exactly the intention of my level design. I'll polish this as much as I can.

I'll make a decision about gravity asap and go from there. 

Submitted(+1)

-Candles make no sense for a sci-fi setting, and weren't a very good mechanic in Castlevania in the first place.

-I don't understand why there are "pets" hidden inside the candles or why they're used as currency.

-Juding by the videos you posted, it looked like it had the worst jumping physics imaginable. You really need a particle effect to make it clear that you have a jetpack.

-Make the flight time limited (but still generous) and have it recharge while on the ground to give the player a reason to not stay in the air all the time.

-When on the ground, the character should jump before activating the jetpack, and you should be able to jump without using the jetpack by tapping up.

-Gravity stops working when you fly into walls.

-You should be able to shoot crates to open them.

-Don't hide enemies in crates.

-Hits don't register if the muzzle is less than 3 pixels away from a target.

-I hate the short range on the gun. Feels really unsatisfying.

-The axe feels almost mandatory. It's pretty much a game over if you lose it. Laser needs to go through walls.

-Spawners are too fast for how cramped the levels are. 

-Needs continues, especially for testing.

Developer

Thanks for the feedback,  at least  a fellow touhou player didn't got filtered by the difficulty.

- I'm on the fence about making the jetpack limited by fuel: on one way I don't wanna diverge much from baraduke, on the other I could cut the gravity altogether and go full STG. 


" You really need a particle effect to make it clear that you have a jetpack."

yep, it's on the list.

"-Gravity stops working when you fly into walls. Hits don't register if the muzzle is less than 3 pixels away from a target."

it's on the list too, but thanks for this bug find.


"-I hate the short range on the gun. Feels really unsatisfying."

Could you expand on this? 


"The axe feels almost mandatory. It's pretty much a game over if you lose it. Laser needs to go through walls."

I wanna understand your reasoning better, if laser did phase what happens to the axe? they swap propriety or both phase?  You want them as a  rare find like dagger-cross in castle1-3?


"-Needs continues, especially for testing"

yep, ppl got frustrated.

Submitted(+1)

>Could you expand on this? 

Well, you have this gun that's strong enough to knock you back significantly, but the projectiles just vanish into thin air after a few meters. I could accept a short-ranged gun if you could upgrate it later or if it was a shotgun or something.

>I wanna understand your reasoning better, if laser did phase what happens to the axe? they swap propriety or both phase?  You want them as a  rare find like dagger-cross in castle1-3?

The axe still lets you hit enemies above you. You could have the laser do less damage for each obstacle it passes through. Like I mentioned, I don't like Castlevania candles. I'd much prefer it if different weapons could be found or bought in the levels and were permanent. Some weapons could be rewards for beating bosses while others are secrets. Having some different options for your primary weapon would be nice, too. 

Submitted

I can kinda see what's being gone for here, but personally I did not enjoy it much. It might have been largely because the controls felt sluggish, and I was unable to keep up with the constant enemy spawning onslaught in an effective manner. Maybe there were some controls I missed. I do not know.

Developer

I'm seeing your stream, and thanks for playing. I forgot to add "use rmb to use subweapons", but since there is no hud indicator when you get one,  you have no fault. I'll hotfix it.

Ps: you should be in space in almost 0g (programmer pixelshit don't helps for immersion for now).

Submitted (1 edit) (+1)

This game feels extremely weird to play at first, but like Rokas said, once you get it it's okay, still feels a bit weird though, something about the low gravity pulling you down while you can freely move in eight directions and that heavy recoil. I think it could do with some momentum, but I'm biased in that I generally hate momentumless platformers.

I didn't quite get what the yellow candles even do for me. Also Pets are the robots walking around, and they're currency? This is all a bit confusing.

Enemies feel extremely basic but they work for what this is, feels good to finally chase down a spawner and get some peace from the enemies it spawned.

The Linux version works fine btw, although only the left sick worked for movement, not the d-pad.

Developer

I don't think I'll consider momentum because at it's core this is a shoot'em up, not a platformer. Maybe I should categorize it as an STG and not as an action game.

about candles: You are right, I should not suppose a player knows anything (in this case about castlevania).

About pets: yep I really need to add some better tutorial.

I'm glad unity didn't shit the bed for linux, and thanks for playing.

Submitted(+1)

- zip the game folder, not the files (correct: Game.zip/Game/Game.exe, wrong: Game.zip/Game.exe)
- since mouse does no aiming, add a keyboard button to shoot with (F/Space)
- custom engine vibes, rare in a unity game
- does the game end? got to level 3 (4?), where there's 3 turrets in a vertical tunnel and 3 falling books, when I try going right, the camera doesn't pan, but there's things shooting from there

Started off feeling pretty jank and I was about to start nitpicking, but then the mechanics clicked and it felt pretty good. Smooth and responsive movement + hard enough to feel challenging and encourage getting good. Struck a good balance on the spawners, where you have to both clear the spawns or get swarmed and do it fast enough to get hits in against them. I generally despise platformers/metroidvanias because of how tedious and braindead they are, but this got me engaged. Did not expect much going in based on the screens, but the sharp mechanics won me over fast.  Extremely tense on 1hp, I love it. Good game, thanks for making it.

Developer

First of all, thanks for the lengthy review and your nice words: 

"- custom engine vibes, rare in a unity game"

dunno if this a compliment or not ^^

"- does the game end? "

Thanks for noticing the bug, I forgot to reactivate a camera trigger there. Just to let you know, where you see the two purple "books" on the right there is a false wall, I always use that so I didn't notice. The new download has it fixed (you were near the end, and you can loop back).

Submitted (2 edits) (+1)

I haven't played much of either Castlevania or Metroid but this didn't really feel similar to those at all. Other than getting weapons and ammo from candles. But maybe my expectations were just wrong. I found most combat encounters mostly annoying to fight, mostly because of the standard spawner enemies I think. I don't think there's a way to see your equipped subweapon, that would be good. The strafing mechanic is pretty weird. I think I'd prefer it if you could shoot towards the direction of your mouse cursor instead, either left or right that is. I quit after dying right after the "boss" and having to restart from before the first shop. Enemies can follow you through screens, I don't know if thats intended or not.

Developer

"I haven't played much of either Castlevania or Metroid but this didn't really feel similar to those at all"

It isn't, and maybe just my fault for that. The name is a placeholder because I had to name it XD. It has Classic in the title to distinguish it from the metroidvanias (aka backtrack, powerups etc); this has some dna of Castle1/3 as in: an action/arcade game where you move forward till the end and your powers reset on death. 

The base of the gameplay is taken from an old (forgotten) classic I like. 

I could rename it BaradukeVania for the next demo

" I don't think there's a way to see your equipped subweapon, that would be good."

Completely agree, it's something I didn't add yet because till the last minute subs didn't even had a skin

" The strafing mechanic is pretty weird. "

As Rokas said, the problem is that I make you shoot with mouse and not w keyboard.  You are not supposed to aim with your mouse because I don't want you to.  This is/will be an arcade game for a gen4 pad, aka no right analog.  You don't need to aim, you shoot where you are looking .

"Enemies can follow you through screens, I don't know if thats intended or not."

Yep is intended. Because since you can fly everywhere you could just pass through almost everything. Spawners and chasers make you actually play the level.

Thank you for your time dud.

Submitted(+1)

Shooting having knockback is neat. The Screen not aligning properly during movement of that knockback, causing it to kind of mimic screenshake but in a bad way isn't. And if its actually ment to be screenshake, not on shooting the Autoattack, it feels odd, especially if its constantly. If getting hit by something maybe, but not like that.

I don't really have a jump, but can just float wherever I want with W/S, but with some super light gravity applied? I'm assuming its to mimic a jumppack or something, but it'd trivialize pretty much every movement option in the entire Game if I'm starting with that. So you can't build a lot of interesting passageways to block off early for that castlevania/metroid like progression. Also it feels floaty and boring. 

And even on PC controls I shoot in the direction i'm facing, not the one the mouse is? If so, get rid of the mousecursor, and mousecontrols entirely, and have classic Gamepad controls of WASD IJKL or something like that. with Jumping on the extra buttons, not on WASD, so you can use W to change stance or something, and s to crouch. 

Took a bit to figure out I could shoot the red and yellow things. I now have 5 Es whatever that means, and 4 Pets, after shooting the first ones a few Times. Why can I even shoot the Pets if its currency or whatever? And what kind of currency is a pet? Strafing slows you down way to much, its easier and better to just float around the enemy or whatever.

Gave up on the Screen with 3 Spawners shooting bullets at you, thats just ridiculous.

Theres nothing Castlevania or Metroid or anything like that going on, its just a platformer without platforming and a rather bad shooting Mechanic. I just floated through the levels trying to aim my shots up with the spawners so I could float into the exit and load the next level.

Developer

About the screenshake, a premise: 

I'm a super noob. This is the farthest I ever gotten into a project.  Having said that, the shake maybe is awkward  because I'm not moving the camera, but the confiner(because the camera is fixed); or maybe because I implemented it the day before publishing and it needs some heavy finessing.  About the shake on autoatk, I get you, and maybe I have bad habits from nuclear throne and jet's n' guns. In a new version I'll leave it only on explosions and death (I have a missile main weapon, but since it fires once per second, maybe it won't bother you).

"Movement feels floaty and boring. "

I'll see what I can do about that. For this prototype I tried to recreate the classic "baraduke", but ofc is not an excuse since that game is from fukkin 85.

About movement options, I could add a "fuel tank" that makes you fly and refill when you are on the ground, and you could upgrade it with pets like you do with health/atk etc This indeed is a nice tip because I can lock off some (secret) areas if you are not "at full power", but I wanna keep you in mind that is an arcade game, not a metroidvania, so no backtrack.

"And even on PC controls..."

Yep that's a thing that bothered everyone, I don't think I'll add a "jump" button (but who knows), because then indeed this game will become a platformer. Since you can fly everywhere there is no platforming to do, you just move in 2d space freely because the game in that sense is basically a shoot'em up with a little gravity.


"Why can I even shoot the Pets if its currency or whatever? And what kind of currency is a pet?"

I take it straight from baraduke. I personally liked it and leave it in because every chest leaved by a spawner is a pinata, so it's a risk/reward to look what and where you are shooting.

"Strafing slows you down way to much, its easier and better to just float around the enemy or whatever"

*it's not a bug, but a feature*. Jokes aside, I implemented strafing (also) as a noob mechanic to help who is starting. You should indeed (almost) never use it, but with strafe you can run away while shooting enemies, that's great and helps a lot but you can't win like that. So I made strafe slow you a ton because it's a crutch. Its real purpose and to have more control when you need to dodge a ton of hazards, like touhou.


"Gave up on the Screen with 3 Spawners shooting bullets at you, thats just ridiculous."

Well that's a shame. The red candle hold the classic axe from castlevania 1, so it can bypass walls, and also oneshot a spawner.

The second and third spawner are not in line, so if you aim well you can oneshot another one while aggro only the one on the ground. But I'll evaluate if that screen is too hard too soon.

"Theres nothing Castlevania or Metroid or anything like that going on, its just a platformer without platforming and a rather bad shooting Mechanic. I just floated through the levels trying to aim my shots up with the spawners so I could float into the exit and load the next level."

If you give up at that screen you told me about, you played for less than five minutes...  and that's fine. I need to add a better tutorial that explains simply that you have to kill every spawner in a level to unlock the exit. And like lol, of course, its the fukkin main mechanic of the game.  Second problem that justifies you, the exit has only one sprite, so ofc you can't know by seeing if its open or close. So np, I'll try to do better.

Thanks for the input, maybe give the game a chance next DD.

Submitted

Sure, if I see updates in the Thread, I'll play it next DD or the one after, I'm always happy to see how much Devs improved over Time.