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Raidoama - Alpha's itch.io pageBootcamp Track
Journeyman
Devs finishing their first games
Bootcamp Discord username
Eyobayeyo
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Bootcamp Track
Devs finishing their first games
Bootcamp Discord username
Eyobayeyo
Log in with itch.io to leave a comment.
Comments
This has a good foundation for a SHMUP. Looks like you have alot of patterns already for the enemies. It starts easy then becomes hard, I have to say though that the hit feedback to your player might need some work because I could not feel or see if I was hit or not. There's feedback when I collect upgrades so that's great.
I did not manage to reach the end of it but would love to see if there was a boss.
Hey man :D Wow this has come on a lot - I love the main character sprite, really cool. It opens up the question of the theme plot, characters etc. I'm curious to know now, cos the main sprite is so cool. I really want to see some more animations on him though. Enemies are cool, but I think you can come up with loads more to add variation.
Personally, I love the idea of a bullet hell like this, I was tempted to do one myself back in Bootcamp 00, and playing this has restored my appetite a bit.
If you are going commercial, I think you need to work on these things as a priority:
a) game surface - it's already looking good, but you need story, plot, character and a reason for the enemy invasion to tie it all together. Have some fun, kick back with a drink (or whatever :D) and think about all that stuff. Then you can add lore, and maybe that will inform you/your artist of the kind of animations etc that will match the personality of your hero. And the same applies to enemies. On which note:
b) enemy variations, especially in the patterns they use. Go more towards bullet hells like Mushihimesama, and maybe amp it up to those levels as you progress and perhaps have more single enemies that fire out bullet hell variation patterns. I think that way it adds more challenge and also elements of interest. Like If those owls are at different levels, and maybe produce different but incredibly cunning bullet patterns, I feel like that would give the enemies more personality. It'll be like "oh no, it's the RED owl" or whatever :D
Anyway, I really enjoyed playing and love how far it has come on. The game has more personality and direction now, and I think it could be a cool little bullet hell, with the right elements added.
Great work, man, I look forward to seeing where it goes :D
I really enjoy this style of game.
Reminded a lot of Galaga. Your graphics are pretty awesome.
I found that some of the enemies come down very close to where you are, moving horizontally towards you and it can be tough to dodge them and the bullets incoming.
I'm excited to see what the next version of this game is.
Lot of progress compared to the build for the last boot camp. keep up the work and making good progress. Its coming along quite well. im not sure what the items/power ups are doing besides the one that gives you a little life. I thought that there was a weapon upgrade in the previous build but maybe im mistaken. either way, its enjoyable and i hope that you keep working on it. a little curious here, which version of unity are you using to build this. i dont see a loading screen when i start the game. its just black for a while then the title screen starts.
hi!
Thanks for the kind words.
This game was my Proof of Concept to mix 2D with 3D elements, and to learn Unity.
Im using Unity 6. And I believe the missing screen is because the Web version is a dev build.
I’ve already started the work on the commercial version of the game, working with a professional illustrator for the art and character design.
Powerups were a very last addition to the game. Mostly I wanted to implement a strategy pattern and usage of scriptable objects. I didn’t put much attention to the experience, honestly.