I wanna play it but I can't move off of the exit option no matter what I try :(. I'm using a PS/2 keyboard and Dualshock 4, neither of them work
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I only tested with my xbox one controller so there was bound to be some issues. I plugged in my DS4 and there was also some sticking issue that I think I may have fixed, but the button mapping is off from the way xbox binds and only the stick works, not the d-pad, so it's a little funky to play with a DS4 right now.
I don't know if you mean a literal playstation 2 keyboard or if that's some terminology I'm unfamiliar with but I'm not sure what the problem could be other than the controller stuck forcing a direction.
Not sure if the sticking issue I was encountering is the same as the problems you were having but I uploaded a new version if you feel like giving it a shot. If not no worries. Sorry for the hassle either way!
Thank you for updating that! I was able to play it with no problems.
Overall I think it's a solid little CAVE style STG. You have all of your fundamentals down super well, which is a great thing to have in a world where CYGNI and Raiden NOVA exist. One thing though, does the game have proximity damage(You do more damage if you're right below an enemy, like DDP)? I don't know if it's particularly necessary but that's one of my favorite mechanics in the entire genre, it's just so fun to do. Anyways, I think overall the bullet patterns are solid, even if stuff like the spike balls or that last boss are a little bit hard to read. I'd suggest placing the spikes in a way that sorta telegraphs where they're going to shoot and not have the final boss teleport instantly. I think the "bomb" mechanic is kinda interesting, reminds me of Milestone shooters like Radirgy and Karous. The graphics and sound need some more work but given this is such an early demo I really can't fault you for that. Good job anon!
There is technically a shot limit, but the numbers need some tweaking, so point blanking is not so noticeable right now. I also probably need to tweak the time before enemies can shoot. As of right now it's pretty much impossible to kill most things before they get a shot off, but ideally I'd like you to be able to if you route well and play aggressively. And yes the spike balls are totally bullshit haha, I definitely want to make a lot of attacks more readable.
There's a lot more I want to do with the hyper meter and timer but I didn't have time to implement them. Hopefully for the next demo day it will feel more complete.
Thanks for playing and for all the feedback!