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First of all, thanks a lot for the time put into this post, really appreciated. Yeah, some score values are still off in the demo, I get them by playing and watching videos of the arcade but having to divide the time between playing it and coding... I prioritized coding so far and just dropped in some guessed values where time was limited and I wanted a playable demo out before last year's end. Might have had a typo too that made some scores way too high. I was also hoping for some player to come along and point out some inaccuracies and that's exactly what you did and what I needed, so I can note all this and work item by item.

Some stuff is already being worked on (like the missing flipped Dobs) and some is planned for the final game but not implemented yet (like correct destruction of blue orbs in first boss). While I don't aim for a perfect arcade recreation, I want to keep fidelity as close as possible, but for some stuff, for example bosses time out (which I only discovered after releasing the demo by recording a full no-firing run to see enemy patterns) I wonder if it's better to set a default time. for this I look forward to player's input.

The only thing that is technically not possible for the time being is fading out the music before bosses, as the music driver doesn't support software volume control and in the last stage we authored the fade in the soundtrack. But this stage is the only one where it's possible because of  the lack of checkpoints. we are waiting on a new music driver but it's not guaranteed it will be done before the game is finished. Everything else requires just more time.

Righty now there will not be any more public demos, to focus on completing all the missing content, but, we could use someone with this knowledge in the tester team, so let me know if you'd like to join!

Thanks!