This is looking nice, i wonder if they will keep the fire special move as it looks like it's been ripped from Revenge Of Shinobi
Pretty nice. I'm thinking of backing and getting a physical copy.
Last edited by otobo; 01-19-2021 at 07:31 PM.
Backed the highest tier yesterday. It's getting some minor hate on /r/shmups, but the game looks and plays solidly for a demo. I can see it becoming pretty polished if given enough time. The Genesis homebrews, if you can even call them that at this point, are looking pretty amazing.
Of course /r/shmups is filled with people who live and breathe shmups. They're certainly going to have their opinions on it, and compare it with existing games. They'll be honest and harsh and be the exact people the project needs for it to improve.
There's an updated demo available:
https://www.whiteninjastudio.com/pos...-now-available
They also announced a future competition with some prizes:
https://twitter.com/_irenagenesis/st...649520654?s=19
This can't be stated enough. You learn the most from a hard critique. There's no value in empty praise.
That said, I'm sure enough people have given their critique of the demo. I would just say that yeah it needs more tuning in the balancing enemies, weapons, etc. The mechanics and design need to match the rest of the polish put into this. I don't know what level they're going for (professional feel), but it's better than some armature attempts at shmups. I would find someone pretty knowledgeable to help tune everything. I mean, if you can't do that then just up the 'flash/presentation' to like 11. Maybe I'm just being cynical, but given that the KS is at 50k+ and ends in 16 days, I highly doubt anything's gonna be updated. Anyway, congrats! A new MD homebrew haha.
Gave the demo a try, the presentation is fine although limited, the gameplay is mediocre, stage drags (try cutting 2-3 mins), enemy variety gets old fast, overly basic bullet patterns (most enemies just shoot straight and there is barely any aimed or spread pattern), spongey enemies, unsatisfying weapons/fire-rate, hitbox seems too big even for horizontal shooter standards and overall it feels kinda cluttered, especially the section with walls where movement is too restricted and wall contact isn't lenient enough.
Last edited by Vludi; 01-25-2021 at 05:21 AM.
Shmprium?
Lists of MD games: officially licensed (~925) @ cart sizes @ Top 5 @ Top 250 @ Sonic hacks @ best title screens @ Arcade ports (150) @ best European games
Last edited by Vludi; 01-25-2021 at 05:51 PM.
While the campaign page could have used more polish, I was surprised (but happy) to see the game get funded so fast! In particular the trailer at the top of it is blurry and I wasn't a fan of the voice or the soundtrack. The prototype gameplay below does a better job at selling the game imo.
I messed around with the demo a bit then backed the game, but tbh I was going to back it either way.
Vludi is saying is exactly what I was thinking, and the video pretty much sums it up.
The level design and pacing need to be more interesting, I didn't particularly enjoy the demo as even the first level just drags for minutes on end.
It got more interesting with the interior stage and the walls, but I think the ship is too big, especially for a letterboxed game (UI).
Hopefully the levels get much more development, but the cool bosses and good music are promising!
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I livestream different systems and Japanese exclusives with some language competence.
Since 2014, though, I carry on the Megamarathon project: beating and documenting every single Mega Drive videogame.
All regions, unlicensed, unreleased, homebrews...
Here is the updated sea level. Which looks much better than before. The rain adds a nice touch:
https://twitter.com/i/status/1364166811235811330
https://twitter.com/i/status/1364166811235811330
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