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(1 edit) (+1)

It's great to see another shmupper and touhou fan

solid base, dunno if you are using a touhou-maker but gj

both kb and pad controls greatly; simple and cute menu

Random stuff i noted, the two most important i'll put right away:

- imo take a second to polish your art a little, it's not very welcoming. i know that touhou art can be very shitty too, but it's not really an excuse

- the dual chara i don't understand very much. They are the main 2 archetypes of touhou, no issue there, but the switch has nothing gamplaywise. The tip in the loading "one is faster than the other", maybe is the only thing; but in reality who cares about that

 - Take for example harmful park: harmful has 4 weapons, each one with its own power level and bomb; when you die, the weapon you had equipped downgrades to lv.1. This mechanic create exciting gemplay possibilities for customization and risk/reward 

 - my tip would be to make two separate chara like (old) touhou; or if you like the change chara gimmick give it a strong gameplay foundation. Imo play harmful park for some inspiration. also make a different bomb for the two chara

-  there is a problem with focus: the heart it's white. for man chara there is no problrm, red contrat white np; but not for your girl chara because her dress is almost white too.

- when u hit an enemy the collision particle it's very small, and the enmy itself dosen't registrate the dmg. you can make it flash (like i do), blink etc or maybe up your particles, dunno. in one phrase, lemme know at a glace in heat of dodging that the enemy is indeed taking dmg

- boss of stage1, third or fourth phase i think (when he showers a lot of small projtiles), maybe add another color beside yellow

- P disappar after a few bounces, no problem. but lemme know when they are about to disapper, so i can at a glance choose what P pick up next

- i like your bullet patterns, but they feel very touhou. since we don't have Y move imo you should think about on what you can do to differentiate from a classic touhou patterns

- at the start of the second level, if you start with male chara, the proj will all go to the bottom, maybe you spawn something there befor moving it to the top of the screen?

- hard mode filtered me, it's really really hard to survive just on X axis

- more on that, imo designing different difficulties in your state it's very premature. Your levels will change a lot and redo all difficulties every time can be maddening

GL

(+1)

Hello. Thanks for playing! I'm using SDL for this game. I actually think the base is kind of wonky but I can actually see all the terrible code and small weird bugs that don't affect the gameplay enough to be noticed normally (thanks for calling it solid anyway). I've been trying improve the art, especially the background art, for a while, but I'm scared I'll just spend all of my time on that instead of working on the game and then have it be bad anyway. But it used to be ten times worse, however impossible that may sound, so I think I'm making progress. I agree with what you said about the characters. They are very WIP, especially the guy, since until the last version he didn't even shoot. I was actually planning on giving them different bombs, but it's not very high priority compared to the other stuff. Ultimately the idea is for them to complement each other, but I've also considered making them completely different shot types.

Making the difficulties actually isn't that hard. Most of it is just changing a variable or two. I didn't plan on having them initially but I added them because people were dying too much and I want people who aren't good at shmups to be able to finish the game too. Anyway, thanks for all the detailed feedback. Thanks for the shmup recommendation, too; I'll check it out and see if I can take anything from it.