Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(1 edit)

Neat shmup

I think my biggest issue is how chaotic the screen is. I know that’s usual for shmups but the screenshake seems rather overdone. I also think giving the player bullets a little bit of transparency and/or making them render behind all other bullets might help with the readability a bit too.

But take that with a grain of salt, my shmup experience so far is just Touhou. There the focus is far more on pretty pattern recognition than player-abilities. When I see other non-danmaku shmups it also feels a little too chaotic for my tastes.

I really like the idea of the grappling hook. And it does seem plenty usefull. Sadly I barely used it, I think the tutorial should make sure to show it off a little better. And maybe giving some more reason to swap out what your holding could make grappling hook use a little more dynamic than just grabbing the strongest thing around and keeping it.

(I do have some other things I could mention but they all boil down to ‘Touhou is different’, if you are interested in some differences that I notice do tell me)

And at last I also wanna ask about this post you made a whopping 7 years ago about a star trail shader. Just wanna know if that shader ended up complete and how good the effect ended up being. I just love Star Trails and am always looking for new possible shader techniques.

(and yes I indirectly came here via that post lol)

Thanks for your feedback!

I've been working on enemy layouts and improving the visual coherence a bit. Also new throwing mechanics highlight the strength of throwing enemies (even over using the pick-up guns) but I do need to redo the tutorial to highlight that more. So that's my plan over the next weeks to improve those things.


As far as the shader is concerned, I ended up trying a lot of different things for this. Trails within a single shader itself ended up being kind of tough because of all the draw calls it ended up dragging on the GPU pretty hard. My current method uses sprite trails, and I also have a ribbon mesh renderer method I use sometimes. Both are actually pretty performant but require to write the code around performance. Happy to see what I can dig up if you are interested, or just want to chat about it on discord or something. LMK.

Tutorialisation is always one of those tricky things, especially when its about GameFeel things you really only get after some experience with the Mechanic or even just the genre. I’ve even had people not be able to do any air control in a Jump n’ Run which doesn’t automatically halt movement in the air. Something I felt was completely natural to be able to do due to my years of playing SMW. So goo luck with the tutorial overhaul.

And I’d be very interested to see what you can dig up on those old shaders.